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Sega Saturn ■ PlayStation ■ 3D0 Ultr 



1 







ding edge computer and video 



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September I99f 



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Got a PlayStation? Then get this. 
Destruction Derby pushes Sony's 
32-bit game machine to the limit 




Sega Saturn: Game developers hate it, so hov 




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opening 





These are real screen shots. 



September 9, 1995: As the world's most powerful game machine goes 
on nationwide sale for $299, a brand new chapter begins in a story that started in 
1972 with Nolan Bushnell's Pong. PlayStation's hardware epitomizes the advances 
made in interactive entertainment during the last 23 years — and represents 
videogaming's coming of age. 
The official US launch of Sony's PlayStation fulfills the ambitions of a 

giant, multinational corporation long envious of Sega and Nintendo's dominance of 

the $10-billion world-gaming market. The videogame business Is bigger than the 

movie industry (Shigeru Miyamoto's Super Mario Bros 3 made more money than 

Steven Spielberg's Jurassic Park). 

And now Sony has a slice of the action. 



This month gaming changes forever. 



Videogaming is in the big leagues. 

Will software creators continue to flourish and grow? Will creativity or commercial viability be the prime directives? 
Games like Jumping Flash!, Battle Arena Toshinden, and now Destruction Derby (see page 58) would indicate that the future 
has never looked brighter. Let's hope it stays that way. 

NEXT Generation will continue to report accurately and fairly from this brave new videogaming world — because 
when you're caught in the crossfire of the biggest platform wars of all time, you 
need reliable information. Isn't it good to know that as videogaming changes 
forever, magazines already have? 




M*44m s 9*dl*l!m 




Contact 

NEXT Generation 

Imagine Publishing, Inc 
1350 Old Bayshore Highway, S 
Burlingame CA 94010 
Subscriptions 415. 696. 1661 
(E-mail: ngsubs@aol.com) 
Advertising 415.696. 1688 
Editorial 415. 696. l&ss 
(E-mail; ngonline@imagin 
FAX 415. 696. 1678 



Neil West ed 
Douglass Perry 

Trent Ward rev 
Chris Charla 
Eugene Wang 
Richard Szeto 



1 director 



Editorial Contributors 
Patrick Baggatta, Dan Bennett, Nicolas 
di Costanza, Chris Hudak, Francis Kong, 
Jeff Lundrigan, Mark Ramshaw, Mike 
Salmon, Marcus Webb, Bernard Yee, 
EDGE Magazine 



Advertising 

Doug (Brick) Faust ad manager 
Aldo Ghiozzi account executive 
Simon Whitcombe business development 
Melody Stephenson ad coordinator 



So which 32-bit system Is Electronics Arts betting on? 

If EA hadn't backed Sega's fledgling Genesis at the dawn of 1 6-bit, there might not even be a Sega Saturn now. The question is which 



32-bit system is the world's premiere developer backing this 



NEXT Generation talks to EA'sVP Bing Gordan to find c 



Subscriptions 

Gail Egbert subscripts 

J nliEt Lallas ,..■■.:■■■■■- : ■. 



Roger Burctiill production coordinator 
Richard Lesovoy production director 

Imagine Publishing Inc. 

Jonathan Simpson-Bint publisher 
Mary Keeney marketing coordinator 
Melody Stephenson here she is again 
Maryanne Napoli dir. single copy sales 
Doug Haynie circulation analyst 
Bruce Eldridge newsstand sales manager 
Tom Valentino vice president/CFO 
Chris Anderson president 

NEXT Generation USSNS 1078-9693) is 

published monthly by Imagine Publishing, 
inc, Suite 210, 1350 Old Bayshore 
Highway, Burlingame, CA 94010, USA. 
Application to mail at second-class postage 
rates pending at Burlingame, CA, and at 
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Subscriptions: one year (12 issues) US $34. 
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includes postage and GST (GSTfl R 128 
220688). 




Reality Check: the future of VR 

While the concept of home VR has been increasingly hyped since Jaron Lanier coined the term "Virtual Reality" in the early 1 980s, 
the hardware never lived up to its expectations. But that's about to change, as powerful newVR machines are heading for your home 



Entire 



15 copyright 1995, 



Produced in the United States of America. 

NEXT Generation shares editorial with, ar 

has lately been dandying around under the 
name of EDGE. So, welcome aboard Chris 
Charla. Please don't be too bizarre."He 
ain't got no boot" (aka The Bomberman 
Song) — our tip for the top. By the way, d 
we mention Melody Stephenson? 




Saturn: Sega's battle plan 

Saturn has quickly gained a reputation amongst game developers as being a tough machine to work with. But it is also acknowledged 
that the potential exists within Saturn to surprise its critics. A NEXT Generation report from the developm 



introducing 




News 

And so the waiting ends: Sony PlayStation Launches • 3DO drops in price, but is it enough? 
The Tokyo Toy Show report • Commodore's Amiga: a brave new start? • Arcadia: coin-op ne 




Alphas: 11 game previews 



Destruction Derby from Reflections pushes the PlayStation further than ever before • 32-bit 
Sports games, a comprehensive round-up of next season's blockbusters • Plus Rebel Assault 2 




talking 



So which 32-bit system is 
Electronic Arts betting on? 

EA's Bing Gordan picks his winners of the 32-bit n 



News 

The latest news from the videogaming world: 

26 Joyriding (gaming online) 

27 Arcadia (inside the coin-op industry) 
29 Generator (game development news) 



32 subscribing 



Save time and cash 

Smart readers make sure that they save cash and 
guarantee their copy of the worlds best game mag 



36 ng special 



Reality Check: the future of VR 

As the vaporware of the 1 980s turns into the 
hardware of the 1 990s, it's time for a reality check 



48 ng hardware 



Saturn: Sega's plan of attack 

Sega Saturn is a tough machine to work with. Very 
tough. So how is Sega ensuring that its full potential 
is realized and the games continue to improve? 



57 ng software 



Alphas: 11 game previews 

The future of interactive entertainment is right here: 
Destruction Derby (PlayStation), WarHawk 
(PlayStation), Urban Decoy (PlayStation), Solar Eclipse 
(Saturn), Thunderhawk 2 (Saturn), Twisted Metal 
(PlayStation), The Darkening (PC), Rebel Assault 2 (PC), 
Yoshi's Island (Super NES) and Virtue Cop (Saturn) 



88 rating 



Finals: 47 new game reviews 

Looking to buy a new game? Trying to decide which 
system has the best software line-up? Here's your 
guide, featuring; Greatest Nine Boseboll (Saturn), &a\h 
(3DO),F/ipOut! (Jaguar), Morio Smash (Virtual Boy), 
Street Hoop (Neo-Geo), Virtual Pool (PC), Dorfc Forces 
(Macintosh), Chrono Trigger (Super NES), Tekken 2 
(Arcade), and Cybersled (PlayStation) 



117 


corresponding 


Letters 

Your means of communicating to a nation. Write us 
a letter, we print it. Instant respect. No, really 


110 


now hiring 


The largest recruitment advertising section in the 
business. Your shot at a dream job starts here 


119 


ending 



Finals: 47 game reviews 



Next month... 

NEXT Generation #10 hits the newsstands o 
September 19. Check out what's inside today 



Every new game reviewed and rated — on all platforms. It's your definitive guide of the best and 
the worst of the month's releases, reviewed and rated by the best in the business 



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IN TODAY'S WAR BE 
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TUEEN 32-BIT SYSTEMS, 
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Bing Gordan and Trip Hawkins formed Electronic Arts back in 1982. While 
Trip i to found The 3D0 Company, Bing went on to be digitized and . 

feature Kommentator in John Madden Football. Only joking, Bing — "\ 

EA is nost powerful game developer in the world, and when EA makes 

ople take notice. So what everyone wants to know is... 



Which 

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Iet's not be coy. If it wasn't for John 
Madden Football, NHL Hockey, Road 
Rash, Desert Strike, PGA Tour Golf, and 
the rest of EA's almost exclusively 
Genesis-based releases, the videogaming world of 
1 995 might be a very different place. The Genesis 
might never have scaled to the dazzling heights it 
occupies today (well, yesterday), Nintendo might 
have crushed Sega without a struggle and the 
Saturn might never have been released. 

The point is that EA has to decide which game 
system it's going to support in the 32-bit age. 
Whereas gamers all gamble when they spend 
$400 on a new games system that hopefully will 
still be around in years to come, when it comes to 
picking what systems to develop for, EA has to 
take a gamble worth millions of dollars. 

So NEXT Generation met with Bing 
Gordan, EA's Vice President of EA Studio, to ask, 
"Who's it going to be?" 

Backing the PlayStation? 

NG: Looking at the 32-bit product lineup with 
the exception of Psychic Detective, all the games 
are derivatives and descendants of old 16-bit 
games. Is this is a sign of EA growing lazy? 

Bing: No, no — it's just a timing issue. The issue 

that 'it all looks like sequels of 

existing properties,' well, we did 

the same thing with Sega 

Genesis. We shipped between 

seven and nine Sega Genesis 

games in the first year, and no 

other third party shipped more 

than one. But every one of those 

titles had preexisted on Amiga or 

C64 or the PC. 

But there's a race to get quality product out, 
and for something like Wing Commander, when 
you spend millions on movie footage, it should be 
no surprise that the versions on every CD system 
are going to look the same. You get your killer 
apps, new killer apps, in the second year, 
NG: Another cursory glance at EA's current 
release schedule would suggest that PlayStation is 
your favored machine. Is that a fair conclusion? 
Bing: At E 3 , we showed 10 things on PlayStation, 
only a handful of things on Saturn, a dozen things 
on PC, 7 or 8 things on 3DO. and that's a fair 
assessment of how our product line is going to 
look — with perhaps more PC products {they 
can be finished four to six weeks later to make 
this same ship date). 

There will be more 1 6-bit titles also, but we 
didn't want to confuse the issue. 
NG: So PlayStation is featuring more 
prominently than Saturn in EA's plans? 
Bing: Yes, and there are several reasons for it 
The first is that EA people have been Sony 
consumers for a long time. If anybody can take a 
consumer brand and expand the interactive 



lltW 5!7 till 



entertainment market, our emotional belief is that 
Sony can do it. Sega has done a great job of 
adding hip excitement to the business and taking 
it beyond early adolescents and adding a whole 
new element of possibility to the mass market. 
But a lot of us believe that Sony is the brand 
name that can work wonders. 
NG: You're implying that the industry needs 
something to help it grow? 

Bing: Since our founding in 1 982, we have always 
believed that there has been a manifest destiny for 
interactive entertainment to be every bit as big as 
any of the entertainment media businesses — and 
we are constantly looking for ways to help it get 
there. Our goal is to be one of the leading 
factors in making it happen. 

We believe that a brand and a company like 
Sony — if committed, and if with successful 
execution — is a message to people who should 
be consumers but haven't got the bug yet, to start 
taking notice of what's happening in the industry. 

The other reason we have for making more 
PlayStation titles is that we have had more rapid 
progress developing for the PlayStation. It turns 
out that with Sony's console, it's been easier for 
us to take 3DO and PC games and port them to 
the PlayStation than to port them to the Saturn 

— especially with the 3D stuff. 
NG: Are you confident that 
Sony knows what it is doing? 
Bing: Yeah. It knows what it's 
doing. Usually, software 
companies and hardware 
companies don't really get along 

— it's like creative people and 
finance people. There are 
exceptions, but generally, when 

push comes to shove, there always seems to be 
some communications problems. 

EA is pretty sensitive to seeing hypocrisies, or 
at least inconsistencies, in hardware claims. 
Hardware companies always extend reality on 
installed base, they almost always extend reality 
on entry price, they always extend reality on 




It's time to make a choice. EA swears to its principle 
of Setting into new systems "early and deep," but 
which system will It chose In the 32-bit era? 



talking 



"It's hard to 
argue that in 
Japan 
Nintendo 
won't be one 
of the leaders 
no matter 
what they do. 
It's hard to 
argue, that 
Sega won't be 
one of the 
leaders in the 
US and in 
Europe. It's 
hard to 
imagine 
Microsoft and 
Intel won't be 
a leader in 
the US" 



development systems. But Sony — whether this 
is good or not — has been fairly consistent from 
day one, and that's wonderful for a software 
company like EA. 

NG: So do you believe PlayStation will dominate! 
Bing: We think that there will probably be three 
major interactive entertainment architectures in 
each of the three major territories [the US, Japan, 
and Europe]. We wish that they would be the 
same three architectures, but, unfortunately, this 
probably won't be the case. 

It's hard to argue, for instance, that in Japan, 
Nintendo won't be one of the leaders no matter 
what it does. It's hard to argue that Sega won't 
be one of the leaders in the US — and in Europe 
— no matter what it does. It's hard to imagine 
that Microsoft and Intel won't be leaders in the 
US, no matter what they do. And Matsushita 
[3DO] has the same kind of market power in 
Japan that Microsoft has in the 
States. 

So while we're backing Sony, 
it's still hard for us to imagine 
not having a strategic relationship 
with a key Sega platform — 
we've built a base of 10 million 
loyal Sega-owning customers and 
we feel pretty loyal to them. 
NG: So you don't see one 
machine dominating? 

Bing: The only way I could see that happening is 
if Sony, Sega, Nintendo, or Panasonic come out 
with a knock-out punch. 

NG: What would you view as a knockout punch 
then, 3DO's M2? 

Bing: A knock-out punch would be Sony at $199 
and Sega staying at $399. But Sega — Mr. 
Nakayama, knows his market. He's not going to 
accept giving up half his loyal Sega customers just 
to save $100 bucks per machine. Because his 32- 
bit CD business is only going to last five years 
max, maybe four years. If he comes out of that 
with a 15% share of the market instead of the 
50% he had going into it, it's going to be incredibly 

Bing Gordan handled the marketing of all EA's games 
throughout Trip Hawkins' reign at EA. He then moved to 
head up EA Studio. "Now he's the main man," say staff 




expensive to get back. 

So I don't think we will see a knock-out 
punch. At least a couple of companies are going 
to protect their long-term evaluation and pay 
whatever it takes to survive. 
NG: How does the PC feature in EA's plan over 
the next few years? 

Bing: I think PC will be the number one 
entertainment interactive for the next three years. 
The PC has this unfair advantage because with it 
people think that $2,000 is cheaper than $300. 
After you get above $ 1 00, a purchase has to go 
through an analytical process — for most 
households. Once you get to that analytical 
process, the PC seems to be a safer bet. It's like 
this big insurance policy — because it's a personal 
computer, it seems to double the magic. And the 
other hidden asset of the Intel/MicroSoft alliance 
is the Internet. The Internet is coming on so fast 

that where it's going to go is 

unpredictable. 

The 3DO Experience 

NG: Hypothetjcalr/, do you think 
that Sega's Genesis could have 
succeeded without EA's support 
four years ago? 
Bing: I don't think that Sega 
would have gotten a 50% market 
share without us, but it would have gotten at least 
10%. 

But without EA, particularly EA Sport's lineup, 
I think Sega would have been hard pressed to be 
more than simply a technology leader. 
NG: Conjecture aside, what EA's backing of 
Genesis proved was that the supply of quality 
games from a company such as EA is a 
tremendous boost — rf not essential — to a new 
system's success. How do you decide which 
system to back? It sure is one hell of a gamble... 
Bing: Your notion that I'm a gambling man, or 
that EA's a gambling company, comes from our 
experience that we are successful when we take 
an early and deep position on an architecture. 
And we are really successful when that 
architecture turns out to be a market leader. 
Wishy-washy strategies don't lead to great success. 
NG: The strategy you outlined: the business of 
getting in fast and deep also runs the risk of you 
getting your fingers burned every now and then. 
Bing: As for getting burned, we have never lost 
money on that strategy. 
NG: So 3DO has been profitable for EA? 
Bing: The 3DO operating business has been 
lightly profitable for us. On the whole, because 
of our equity arrangement with 3DO, the strategy 
has been wildly profitable. 

It's also enabling us to get started in Japan. It 
gives our distribution people in Japan a leadership 
product line to sell on a format that's meaningful. 



fgf&ing 




not unlike the way that we launched in Europe 
with C64 tapes and disks. It was an uphill slog, but 
we had a product line that people wanted on a 
platform that was viable. 

NG: And, of course, it enabled you to start work 
on designing 32-bit games early. 
Bing: Our strategy on 3DO has been to build 
products that would be wildly successful if 3DO 
got the market share it hoped for, and successful if 
other CD-based 32-bit architectures turned out 
to have similarities to 3DO [in which the games 
can be ported to that system]. So the success of 
our investment in 3DO, other than the equity 
relationship, mostly has not been earned out yet. 

Also, a major goal for us with 3DO was to get 
the whole industry 
onto a TV-based, 
advanced electronic 
CD system earlier 
than we thought Sega 
and Nintendo would 
get there on their 
own. I think 3DO 
probably allowed 
companies like EA to 
deliver advanced, CD, 
TV-based products to customers two years earlier 
than would have happened otherwise. 
NG; Do you miss Trip Hawkins? 
Bing: I still see Trip regularly, and he's one of 
my best friends. 

NG: Does EA miss Trip Hawkins? 
Bing: Let's see. Trip is one of the few people in 
the industry who combines business savvy with 
creative product savvy. There just aren't many 
people who can cover the whole thing. Any 
company would be happy to have him. Trip is a 
great creative leader and strategic visionary. 
NG: Were you ever personally a believer In the 
whole 3DO vision? 

Bing: Um. I was.,, and I am... I believe that 
3DO was a great effort at pushing the industry 
along. I believe that 3DO — two years from now 
— is going to be viewed as one of the things that 
has caused the industry to grow through the '90s. 

What always seemed risky was trying to build 
an alliance where the hardware company, the 
architecture company, and the studios are in three 
different places. The prospect of trying to raise 
$75 million or $100 million to make that happen 
seemed like an impossibly uphill task. On the 
other hand, I've seen Trip backed into a lot of 
corners in the past 18 years and he's surprised me 
several times in the past. So I think the business 
achievement of getting 3DO to where it is 
today... well, it still kind of blows my mind. 

I told him at the start, I thought he had only a 
1 0% chance of getting to the point where even the 
technology worked. And that was even knowing 
Trip. The thing about Trip is that if he believes that 
it's only a 10% chance, then what he does is 




double his efforts. 

NG: What was Trip's motivation? 

Bing: Trip was hoping that he could hit a market 

window early enough that 3DO could become the 
standard and all the other hardware companies 
would adopt it. Trip has been saying since 1980 
that our industry needs one architectural standard 
and, you know, that always seemed like a risky 
vision. Personal relationships being what they are, 
it's hard to imagine this industry working that way. 

^ And, of course, a 

I $700 price point was 

never part of the 

vision. 

EA and 
Sports 

NG: DoeiEA's 
emphasis on sports 
tides affect your 
decision of which new 
system to support, PlayStation or Saturn? 
Bing: For us specifically, with our sports games, 
we've got a choice of getting to the PlayStation 
early where we don't believe there will be much 
competition or trying to get to the Saturn five 
minutes before Sega Sports does (Sega is our 
leading competitor in the sports sector). 

Ideally, of course, we'd like to do both. I'd like 
to not give Sega a chance to catch up with us in 
football, hockey, soccer, and golf, and I'd like to 
catch up with them with baseball. 
NG: Has the fact that EA and Sega are the two 
biggest sports game manufacturers affected your 
relationship with them at all? 
Bing: Absolutely. It's something we've had to 
work on from the beginning. At least with Sega, it 
seems that the competition with them is fair and 
above board. Sega doesn't take advantage of its 
extra profitability — being a licenser — to 
practice dumping [forcing EA out of the market 
with artificially low-priced Sega cartridges]. Sega 
basically out-spends us at marketing at a ratio of 
three to one, and that feels unfair because we 
know what it is doing — Sega is justifying the 
expenditure because it also sells more hardware 
— and we hate it, but actually it is fair. Just like 
it's fair for us to put games like Madden on 
competitive machines. That's just business. 

Sure, there's an opportunity for Sega to take 
advantage of us because of the advance knowledge 
of our games. There's a chance to see what our 
features are and then change their own games — 
and we were paranoid about that early on. But 
my sense is Sega hasn't abused that opportunity. 
NG: Will the sports genre remain a large part of 
EA's core business? 

Bing: Yes, for several reasons. First, we have 
amassed a group of people who are avid sports 
freaks. Someone like Steve Cartwright who was a 




"Some day I'm 
going to die, 
and I'd really 
like to have 
lived some 
alternative 
lives, created 
for me by 
world-class 
creative 
people, 
before I go. 
That way I 
won't be so 
pissed off 
about dying" 



talking 




Electronic Arts has long been In battle with Acclaim 
for the position of the world's most successful 
game producer. Only Sega and Nintendo are bigger 



"The way the 
interactive 
entertainment 
industry 
grows is to go 
out and find 
people who 
have a non- 
interactive 
media 
application 
and then find 
a way to 
make it 
interactive" 



hall-of-fame game designer way 
back in the Activision days, who 
•> is also an avid golfer, has ported 
PGA to almost every platform 
and gets to make a competitive 
upgrade every year. He thinks 
it's cool. 

A word to 
EA's rivals 

NG: Is EA stock a good one 
to buy right now? 

Bing: I can't comment on 
that... but I haven't sold any in 
a while. I think EA is going to 
have more market share in five 
years than we have right now. 
I think the advanced CD 
generation will be very kind to us. I think having 
a multiplicity of brands, and a cross-pollinating 
federation of studios is the best model for a 
business like ours. 

For Peter Molyneux [Bullfrog], Don Mattrick 
[EA Canada], Richard Hilleman [head of EA's 
Entertainment Division], Richard Gariott [Origin] 
and Scott Orr [producer for EA], to be able to 
get on the phone and 
get on video 
conference and show 
off each others' 
products and talk 
about an issue and 
share technology — 
there's an advantage 
that no 

one else has, and no 
one else is likely to 
get. It's not the kind 

of average thing that can be easily pulled off in a 
world of big and fragile egos. 
NG: Aren't you worried about the legions 
of competitor game developers with their 
own sports games? 

Bing: Right, an awful lot of our competitors who 
saw what we did with 16-bit are now saying that 
sports is now the key battlefield for advanced 
CD, and I tell them directly, I say that I think these 
guys are missing the boat. 

There are other categories that will be key 
battlefields. I would advise them to explore such 
growth areas as interactive movies and 3D games. 
NG: On that subject, what Is your definition of 
an interactive movie? 

Bing: I think 'interactive movies' is the name of a 
category. It's whatever product that is going to 
be required to get people who are film buffs to 
start buying interactive software. It's the 18- to 
34-year-olds who are seeing six to eight movies a 
year and not playing videogames. An interactive 
movie will be whatever products these 
consumers see that starts taking advantage of the 




quality of drama and the personification of actors, 
with some of the presentation of Hollywood. 

People who want to play a videogame, flying 
around and shooting aliens, they know that this 
game already exists. That's the action component 
we're all familiar with. The charm of a game like 
Psychic Detective [EA's forthcoming interactive 
movie], however, is in its content — which is 
different from what has been available — not so 
much in the mechanics of the interaction. 
NG: How do you see this type of game evolving? 
Bing: I think it will be five years before we have 
working models of how often people have to push 
a button to make an enjoyable interactive movie. 
In Hollywood, they now have worked out how 
long you can prolong adrenaline rushes in a movie 
before you have a break, or how much emotional 
content you need to make a movie satisfying. 

We'll eventually be able to work out a similar 
frequency of button clicks in order to make the 
interactive movie a rewarding experience. 
NG: So why would you encourage your 
competitors to explore this type of game In 1995? 
Bing: The way the interactive entertainment 

industry grows is to 
find people who have 
a noninteractive 
media application 
and then find a way 
to make it 
interactive. The 
reason sports were 
so big with 16-bit is 
because the 
technology was 
there to provide a satisfying sports simulation. 
The technology to provide satisfying mass- 
market storytelling and immersive 3D games 
hasn't been available before the last year. So now 
we have a chance to build a market as big as the 
sports market was. So these companies looking 
to get into sports are missing an opportunity to 
become number one or number two in a new 
category and are, instead, merely going to end up 
number five in an existing category. If I was on 
their boards I would tell them not to do it But, 
of course, they think I'm lying to them. 
NG: They have a fair point Why should you be 
giving them hints? 

Bing: Because in years to come I want to be in a 
position where I can say that I predicted this. 
Often my credibility is more important to me 
than economic results. I want this business to 
grow. The manifest destiny of this industry is 
more important to me than the individual success 
of EA. Really. 1 want to live in a world where 
entertainment is interactive; I want to live in a 
world of choices. 

Because some day I'm going to die — and I'd 
really like to have lived some alternative 
lives, created for me by world-class creative (TiJ 



Finally, a REAL flight sim 
lop your 3DII System! 




The wait (or 
a truly great 
flight sim is over. 
Based on the elite 
"Flying Nightmares" 'Marine 
Harrier squadron, this state- 
of-the-art flight and combat 
simulator will have your 
heart pounding and palms 
sweating. This romp through 
unfriendly skies delivers the 
very best in gaming: 



Incredible, pulse- 
pounding rock music 
soundtrack featuring Mike 
Edwards of Jesus Jones. 

FLYING NIGHTMARES. 
A REAL Bight shn for 
your 3D0 System. 



♦ Lightning-fast 3D 
graphics. 

♦ Accurate representation 
of the Harrier's weapons 
systems. 



♦ Fly simultaneous missions 
with up to three wingmen. 

♦ Multiple cockpit views, 
plus external and missile 
camera angles. 



m MARK 



Published oy Domark Software Inc. Flying Nightmares: 

©1994 Dornark Software Inc. All fights reserved. 

3DO and the 3DQ legos are trademarks olTtie 3D0 Company. 




14! 



it, 




PARKING VALET, 



Imagine driving the wrong way in rush hour traffic, before 



catching enough air to make a seagull blush. Is it the L.A. 



freeways? No. it's the Sony PlayStation. Introducing 



Namco's Ridge Racer. Gut-wrenching first-person views, 



«<<< < < * 



\it 



five different courses and 200+ m.p.h. lap speeds. Only 



ihe PlayStation provides racing sc 



to check your shorts for skidmarks. One final plug: 



Look for Ridge Racer and 50 o' 



Mortal Kombat 3 on the PlayStation before Christmas 



PlayStation 



o> 



^ ^m^mm^^Sm 



mMmffi&Rj& m 



PlayStation: Sony's 32-bit machine lands on US shores/p.14 • 3DO: Trip's console drops in price/p.16 • Amiga: 
Escom's lays out its new plans/p.18 • Tokyo Toy Show: Omacha spotlights catalog of new games/p.20 • PlayStation 
Vs. Saturn: Both consoles' prices drop in Japan/p.22 • Arcadia: Street Fighter Alpha and Batman Forever news/p.27 







<m 


■ibSH 


.* 


S^BH 



-iitf- 



Up-to-date analyses, snippets, and worldwide news 



The US Sony PlayStation 



On September 9, 
the world's most 
powerful 

videogame system 
launches in the 
US for $299 




An extra joypad is a must 
buy, as is a memory card 
of two (Japanese kids 
have been trading saved 
games and high scores 
on them for months) 



has landed 



Bn September 9, Sony Computer 
Entertainment (SCE) of 
America will release the US 
version of the PlayStation, heating up 
the next generation system wars in 
America to a boiling point. The unit 
will carry a suggested retail price of 
$299 ($100 less than Sega Saturn's 
$399 price tag) but will not include 
any pack-in game titles. 

More than any other aspect of 
the release, Sony's offering of at least 
17 game titles at launch, with more 
than 75 more to follow by the end of 
fourth quarter, offers a startling 
contrast from the six initial titles and 
trickle of subsequent Saturn games 
released so far. This is a function of 
both Sony not pulling the rug from 
under its game developers' feet with a 
last-minute change of release date, 
and the fact so far PlayStation is the 
easier to develop for (see page 48). 

The release of Sony's PlayStation 
brings to an end Sega Saturn's head 
start in its 32-bit race against Sony. 
The question, now, isjust how much 
Sega's four-month jump gained for 
Saturn? Tim Dunley, Sega's self- 
proclaimed marketing zealot, believes 
that the company's head start makes 
all the difference in the world. "It's 
very important to show that we are 
not only ahead in our marketing, but 
that we are also first in consumer's 
minds when they think of next 
generation systems," he argues. Quite 
how 3D0 (having been on sale for two 
years) fits into this thinking is for 
Dunley and Trip Hawkins to debate. 

Sega claims to have shipped 
100,000 Saturns to US stores so far, a 
number which, while certainly nothing 
to be ignored, is far from indicating an 
early domination of the next 
generation market. 3D0 can claim at 
least double that number of installed 




US systems, and Sony officials aren't 
admitting to losing any sleep over the 
issue, as Chip Herman, SCE's VP 
Marketing explains: "Historically, the 
summer months are slow ones for the 
videogame industry. Couple that with 
the limited retail distribution with 
which Sega has launched Saturn, and 
we don't expect the early introduction 
of Saturn to affect our success at all." 

So the big push toward 

the holiday season, the busiest 
business period for sales, begins. 
Marketing will be the battleground on 
which the two companies face off, 
each looking to bombard what they 
believe to be the target consumer. 

Sega plans to continue its 
current "right-side-of-the-brain" 
strategy that's aimed at the early 
adapters in the form of 18 to 34-year- 
old males; hoping "that 'sensory' 
advertising will stimulate huge demand 



The US PlayStation is a 
stripped down "lite" 
version of the Japanese 
original, losing its 
S- video output in transit 



The question 
now at 
PlayStation's 
release is, 
"Just how 
much has 
Sega's 
four-month 
jump-start 
has given 
Saturn?" 



break ng 



for the product by creating a yearning 
for the experience of Sega Saturn," 
(see NG 8). With $50 million to spend 
on Saturn marketing, Sega is counting 
on the same irreverent humor that 
worked so well in building its 16-bit 
Genesis-brand awareness to lead 
consumers toward Sega Saturn. 

Sony refuses to give 

exact figures, but inside sources hint 
at a 1995 marketing budget of $40 
million. While Sony claims to be 
targeting a more "cerebral audience," 
early ads would indicate that Sony is 
taking a fairly pragmatic approach, 
relying on screen shots and big-name 



games to draw consumers in. Look for 
PlayStation sponsoring the MTV Music 
Awards, as well as marketing support 
from in-store demonstrations and a 
dedicated PlayStation WWW-site. 

In Japan, Sony claims to have 
sold one million PlayStations since 
December 3, while Sega claims to 
have sold 1.3 million Saturns since its 
introduction on November 23. Quite 
what significance these figures have 
on the US market is debatable. 

What's certain, though, is that 
the 32-bit race is closer than anyone 
had expected. The only guaranteed 
winner is the gameplayer. 
And that can't be a bad thing. 



V 



PlayStation: The Release Schedule 


01 = Jan-Mar; 02 = Apr-Jun; 0.3 = Jul-Sep; Q4 - Oct-Dec 




4.T*fr4M«t. 


At Launch 


HFL Football Konami 


Q1'95 


Aeon Flui Viacom NewMedia 


M 


95 


NFL Game Day Sony Imagesoft 


04 '95 




Q" 


95 


NFL Quarterback Club '96 Acclaim 


01 '96 


Aftershock American Techno; 


Q4 


95 


NHL Face Off Sony Imagesoft 


04 '95 


Agile Warrior Virgin 


Qi 


95 




At Launch 


Ait Combat Nam to 






Oft-World Interceptor Crystal Dynamics 


04 '95 


Alien Virus Vic Toka! 


Q4 


95 


Panier Genera/SSI 


04 '95 


Aliens ys. Predator Fox Interactive 


qi 




Parasite Psygnosis 


Ql'96 


Assault Rigs Psygnosis 


Q4 


95 


Parodius Konami 


At Launch 


Baltbtazer Lucas Arts 


Qi 


96 


PGA Tour 96 EA 


At Launch 


Basketball '95 Crystal Dynamics 


Q4 


95 


Planet of the Apes Foi Interactive 


01 '97 


Batman Forever Acclaim 


Q4 




Porter Serve 3D Tennis Ocean 


At Launch 


Battle Arena Toshinden SCEA 






PowerSport Soccer Psygnosis 


Q4'95 


BioHaxard Capcom 


04 




Primal Rage Time Warner 


Q4'95 


Blazing Dragons Crystal Dynamics 


Qi 




Project Overkill Konami 




Brain Bead 13 fteadySoft 


Q4 




Psychic Defective EA 


Q4'95 


Buried in Time: Journeyman Project 2 Sanctuary 






RaldenSCEA 






Q4 


95 


Ra* Pursuit JVC 


TBA 


Castlevania: The Bloodletting Konami 


QI 


96 


Ray man UblSofl 


At Launch 


Converse Hard Core Virgin 


Q4 




Razor Wing SCEA 


04 '95 


Cosmic Race Heore* 


Q4 




Ridge Hater SCEA 


At Launch 


Crime Crackers SC EA 


Q4 




Ripper Take 2 


Q4'95 


Cyberla Interplay Productions 


Q4 


95 


Rock V Roll Racing Interplay 


Q4'95 


Cybersled Namco 


Q4 


95 


Romance of the Three Kingdoms IV: Wall of Fire Koei 


Q4'95 


O&D Tower of Doom Capcom 


Q4 


95 


S.T.O.R.M. American Softworks 


Ql'96 


Dark Net American Softworks 


Q4 


^5 


Screeming Wheels JVC 


TBA 


Dark starters Capcom 


Q4 




Sentient Psygnosis 




Deadly Stt/esjVC 


04 




Shanghai: Triple Threat Actlvision 


Q4'95 


Defcom 5 Data East 


Q4 




Shellshock U.S. Gold 


04 '95 


Descent Interplay Productions 


Q4 


95 


Shred fesl EA 


Q4'95 


Destruction Derby Psygnosis 


04 


95 


Silverload Vic Tokai.Inc 


Q4'95 


Die Hard Trilogy Fos Interactive 


01 


96 


Slayer SSI 


Q4'95 


Dimm & Witt PF Magic 


Q4'95 


Solar Eclipse Crystal Dynamics 


Q4'95 


Disc World Psygnosis 




Split Realities JVC 


04 '95 


Don PacAi Atlus Software 


TBA 


Spot Goes T"o Holly wood Virgin 


Q4'95 


Double Header Baseball: Signature SerieUateco 


04 '95 


Starblade Alpha Namco 


Q4'95 


ESPN Extreme Games Sony Imagesoft 




Street Fighter Legends Capcom 




Fatal Racing Gremlin 






Street Fighter: The Animated Movie Capcom 




Fox Hunt Capcom 






Street Fighter: The Movie Capcom 


Q4'95 


Frank Thomas 'Big Hurt' Baseball Acclaim 


Q4 




Syndicate Wars EA 


04 '95 


Freelancer 2120 American Softworks 


01 




Team 47 Goman 47 Tek 


Q4'95 


G-Pollce Psygnosis 


04 


95 


Tel< ken Namco 


Q4'95 




04 


95 


The Ulh Hour Virgin 


Q4'95 


Gunners Heaten SCEA 






The Big Bass World Championship Hot-B USA 


Q4'95 


Harbinger Mindscape 


Qi 


96 


The Lost Vikings II interplay 


04 '95 


Hardball 5 Accolade 


Q4 




77j e Raven Project Mindscape 


Ql'96 


Hardball 5 Sport Accolade 


04 


95 


Fne TO*. Pom Interactive 


Ql'96 




Fai 




Theme Park EA 


At Launch 


Incredible Toons Capcom 


Q4 


95 


Thunder Hawk U.S. Gold 


04 '95 


Independence Day Fo< Interactive 


QI 


96 


Top Gun: "Flreat Will'' Spectrum HoloByte 


Ql'96 


International Superstar Soccer 2 Konami 


Q4 




Total Eclipse Crystal Dynamics 




Johnny Mnemonic Sony Imagesoft 


04 




twitted Metal Sony Imagesoft 


Q4'95 


Jumping Flash SCEA 


04 


95 


V Max Mindscape 


Ql'96 


Kileak: The DHA Imperative SCEA 






Velocity PF Magic 


Q4'95 


Kino's Field SCEA 


Q4 


95 


Virtuoso American Technos 


Q4'95 


Kraiy Iran Psygnosis 


04 


95 


Virus Sony Imagesoft 


Q4'95 


Legacy of Jfaui Crystal Dynamics 


Q4 




Warhammer Mindscape 


Q4'95 


Lemmings 3D Psygnosis 


Q4 




Warhawk Sony Imagesoft 


Q4'95 


Loaded Gremlin 


04 




Waterworld Interplay 




Mag Zone Trlmark 


04 




Wing Commander HI: Heart of the Tiger EA 


Q4'95 


MLBPA Baseball Konami 


04 




Wipeout Psygnosis 


Q4'95 


Mortal Kombatll Acclaim 


04 




WWF Wrestlemania Acclaim 


At Launch 


Mortal Kombat III SC E A 


04 




X-Men: Children of the Atom Capcom 




Myst Psygnosis 


04 




20 OP Viacom New Media 


Q4'95 


NBA Jam Tournament Edition Acclaim 


At 




3D Baseball '95 Crystal Dynamics 


04 '95 


NBA: Sire 'n' Go Konami 


QI 




4x4 Gears 'n' fiufs American Softworks 


Ql'96 


NBA : In the Zone Konami 


Ql'96 







What is it? 

The I 984 commercial 
of this new product 
proved to be one of the 
best remembered ads 
of all times aired during 
Super Bowl XVIII. The 
slogan for this once- 
used product was "For 
the Rest of Us." 



17 Games At 
Launch 

Sega's surprise release of 
Saturn on May 11 was 
executed at the cost of 
having only six games 
available at launch, while 
PlayStation boasts at 
least 17 titles immediately 
available, and (as an 
inevitable symptom of 
Sony's reliance on third 
party development) they 
are of variable shapes, 
sizes, and quality. 

SCE has made an 
effort to mix up the game 
styles a little with 3 PC 
conversions, 5 arcade 
conversions, 3 sports 
games, 2 original titles, 
and 4 upgrades of exiting 
games. If you're 
wondering where the 
other "big names" are 
[Mortal Kombat 3, 
Tekken, etc.), it's because 
Sony hopes to trickle out 
the blockbusters evenly 
over the next few months. 
Sony's definition of 
"blockbuster" may not be 
the same as the 
discerning gamer's, 
however, so check the 
release schedule for your 
personal favorites. 



break ng 



3D0 stays in 



A $100 price cut 
and rumors of a 
looming deal with 
Sega keeps 3D0 in 



the spotlight 



the 32-bit race 






Bundled packages with 
FIFA International Soccer 
(top), Gex (middle), and 
Shock Wave (bottom) 
are all new incentives to 
buy a $299 3DO 



Both of 3D0's US hardware 
manufacturers recently 
engineered a price drop of their 
systems to $299. GoldStar's 3D0 
Interactive Multiplayer now comes 
bundled with EA's FIFA International 
Soccer and ShockWave, while the 
Panasonic FZ-10 comes with Crystal 
Dynamic's Gex included. While this 
currently makes both machines $100 
dollars less expensive than the Saturn, 
according to sources inside 3DO, the 
price could drop a further $50 to just 
$249 come PlayStation's $299 launch 
on September 9. 

The price drop would seem 

to be having the right effect: 3D0 is 
outselling Saturn by a narrow margin 
at Electronics Boutique, Babbages, 
and Software Etc, during Sega's 
crucial four-month lead over 
PlayStation. "Our sales have gone up 
since Saturn came out," says Carrie 
Holder of 3DO. "Sega's Saturn gets 



them into the store, and we're $100 
cheaper," she gleefully concludes. 

Still, if internal sources at 3D0 
can be believed, all this competition 
may be for naught. "Most 3D0 
employees look at Sega as someone 
who is close to marrying into the 
family," says Rick Reynolds of 3D0, 
referring to persistent rumors that 3D0 
is close to clinching a licensing deal 
with Sega regarding its M2 add-on 
(NG 6). Negotiations are reportedly 
being carried out at the highest levels 
in Japan, and while sources at Sega of 
America are quick to crush all talk of 
such sleeping with the enemy, 
countless contacts at 3DO have (while 
remaining steadfastly off the record) 
refused to deny them. 

It's hard to see any obvious, 
mutually beneficial reasons for Sega 
and 3DO to jump into bed — but that 
hasn't stopped the rumor-mills from 
churning. Possible motivations abound. 
First, Sega could be seeking to license 



"Our sales 
have gone up 
since Saturn 
came out. 
Saturn gets 
them into the 
store, and 
we're $100 
cheaper" 



3DO'S 64-bit M2 

technology exists In the 
labs, but controversial 
rumors load to the 
question, "What form will 
it roach game players?" 




breaking 




Both Panasonic's FZ-10 
3D0 Player (above) and 
Goldstar's Interactive 
MultiP layer can be 
purchased for just $299 



M2 hardware as 
a power-booster 
for its Saturn. 
(Unlikely; too 
complex a 
hardware issue. 
And besides, 
why turn to 
3D0?). 

Second, The 
3D0 Company is 
in financial 
trouble; 3D0's 
1995's net loss totaled $46.3 million, 
and it has been widely reported that 
the company needs an injection of $20 
million "from somewhere" to survive 
until 1996. Hence, it may be forced to 
make a bargain-basement deal of M2's 




r^ 





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technology, and to make an offer Sega 
just can't refuse. (Possible.) 

Third, Sega and 3D0 are joining 
forces to fight the 32-bit battle against 
Nintendo and Sony. (Very unlikely.) 

Fourth, Sega is seeking to single- 
handedly remove a major competitor 
from the marketplace — by buying it. 
(In which case it's probably fair to say 
that both Nintendo and Sony owe Tom 
Kalinske a beer). 

Fifth, Sega is seeking to license 
M2 for its own arcade hardware. 
(Unlikely; Sega has its own Saturn- 
compatible ST-V arcade board and the 
high-end, Martin Marietta custom 
hardware used by AM2 and AM3.) 

Last, the whole story is a blatant 
fabrication on the part of 3D0 in 
attempt to boost its stock price and 
steal some of Sega's and Sony's 
launch hype. (One for the cynics.) 

In any event, software 

development for M2 is continuing at a 
healthy if not breakneck pace, with 
several big-name developers such as 
Interplay and Take 2 Interactive 
working on M2 exclusive titles (more 
next month). How 3D0 sales will grow 
as a result of the price cut (in NG 7 it 
was argued that 3D0 really needs to 
reach $199 or $249 — and 
fast) only time will tell. (Ji3 



Data 



S500 million 

Change in Silic 
Graphics stock in t 
past month: +$4/share 

Change in applied 



marketing campaign 
expense for Mortal 



104,000 pixels 
(428x244) 



polygons/ second 

' ility of Sega 



Less than S2/ tiisc 
nputing 



breaking 



Sony vs Sega: the 

war continues 



As PlayStation 
launches in the 
US, Sega and 
Sony continue the 
battle for Japan 
and Europe 



Virtua 

Fighter 

Remix 

Currently wowing gamers 
in Japan, and scheduled 
for US release soon, is 
Virtua Fighter Remix. 
Essentially the same game 
as the original VF, Remix 
features reworked texture 
maps and animation 
routines, effectively 
removing all the glitches 
from the original AM2 
conversion. The overall 
effect of the new version 
is outstanding — and is 
fine testament to the 
theory that Saturn has yet 
to show only a fraction of 
its full potential. 




SARAH 



4#».*.. 



Virtua Fighter Remix — 
same game but vastly 
improved visuals 



■ : "v s all US eyes remain fixed on 
1 ■ the September 9 launch of 
PlayStation, the battle between 
Sega and Sony continues apace around 
the globe. The war that started in 
Japan prior to the holiday season 1994 
has given no indication of easing up, 
and the battle for the videogaming 
hearts and minds of European gamers 
has only just begun, with Sega once 
again stealing a head start over Sony in 
the race to get its machine out first. 
In Japan, Sony introduced a new 
PlayStation on July 21 — the SCPH 
3000 — priced at ¥29,800 ($320). 
Designed as a "popular" model, it lacks 
the S-video output of the original, 
therefore reducing production costs, 
but otherwise it's identical to the 
original. This move not only results in 
cheaper manufacturing costs for Sony, 
but cunningly also effectively dodges 
the "dumping" issue that clouded news 
of the machine's US launch at $299. 
Sam Tramiel in NG 7 brought attention 
to the fact that selling the same 
hardware at two different prices in two 
different countries may infringe ITC 
trading rules. But by selling the new 
PlayStation at the equivalent of $320, 
there's no longer a significant price 
difference — and no dumping problem. 

But before the "popular" 
PlayStation hit the streets, Sega's 
cheaper Saturn was released. As of 
June 16, the Saturn is on sale for just 
¥34,800 — ¥10,000 less than the 
original launch price. Although still $75 
more expensive than the PlayStation, 
the new Saturn pack does come 
bundled with a (nearly) new game: the 
curiously low-key Virtua Fighter Remix. 

Ill ElirOpe, potentially more 
significant than any of the price 
tinkering by Sony or Sega was the 
announcement of a strategic alliance 
between Sony Computer Entertainment 
and Namco. As a result of the deal, 
estimated to be worth $100 million, 
Namco has given SCE exclusive 
distribution rights to all its PlayStation 
software in Europe, and the arcade 
giant will continue to furnish Sony with 
PlayStation originals and conversions of 
its future coin-ops. Another brand- 




The celebratory "one million sold" Saturn 
pack (above) conies with VF Remix. The US 
Saturn Is already on sale (right) 



strengthening move from Sony is the 
PlayStation Club, due to start this 
September in Japan. For an annual fee 
of ¥5800 ($63), members will receive 
regular "PlayStation Preview" 
8 cm (3 1/8 inch) 




.*fc j ) black discs, 

^■0B featuring previews, 

playable demos, and other 
news. Current Japanese 
PlayStation owners can 
apply for free preview discs 
for a limited period, "to express 
thanks to those consumers who have 
purchased PlayStations in the fT*fi 
last six months." 4^5 




HI 




I 

I 

What's next? 



"Bombs like a Stealth. 
Maneuvers like an F-16. 

Looks like a rug." 



break ng 



Big players show 



This year, Omacha 
once again 
showcased new 
videogames 



at Tokyo Toy Expo 




The Japanese toy trade's 
annual bash is a shop 
window for the 
videogame industry 



he annual Tokyo Toy Show (also 
known as the Omacha show) is 
the main event for Japanese toy 
sellers and manufacturers. Every year, 
the importance of the videogames 
sector increases; this time just about 

lajor hardware and software 
company was represented (except for 
Nintendo, which stages the Shoshinkai 
show in November, and Konami, which 
was apparently unable to attend 
because of the Kobe earthquake). 
Despite the lack of any major 
hardware announcements, a number of 
games attracted attention, chiefly 
Virtua Fighter 2 on the Saturn, which 
was making its first public appearance 
in demo form and looked stunning (see 
pages 48-53 for more details). The 
Saturn also played host to sequels to 
Clockwork Knight and Sega's action 
RPG Legend OfThor, and several coin- 
op conversions showed up, too: Sega's 
upgrade of Hang On (due in September) 
looks promising, with decent texture- 
mapped visuals; Time Warner's Race 
Drivin' adds texture mapping to its 
crusty {not to mention almost 
unplayable) Atari Games original; and 
Taito showed early versions of coin-op 
shooters Darius Gaiden and Ray Force. 
Finally, there was Guardian Heroes on 
Saturn, a fighting game with huge 




The main draw for gamers at the Tokyo Toy 
Show was an exceptionally smooth rolling 
demo of the Saturn's Virtua Fighter 2, 
developed by Sega's AM2 team 



scalable sprites which has the 
inevitable looks of a standard Neo-Geo 
fighter with RPG elements. 

The PlayStation countered with 
Taito duo Ray Tracer {a fighting man's 
Ridge Racer) and Zeitgeist, a Starblade- 
influenced shooter. Street Fighter the 
Movie, Capcom USA's Saturn and 
PlayStation fighter of the Street Fighter 




Selected software from the show (from top left, clockwise): a heli sim from Game Arts (Saturn); Taito's Chase HQ-style Ray Tracer (PlayStation); Hudson 
Soft's Neo-Geo debut, Far East Of Eden (a fighter, no less); World Advanced War (Saturn); Takara's second PlayStation title, ChoroQ, featuring mini-car racing; 
the sequel to Legend Of Thor (Saturn); Namco's PlayStation soccer game; and Sega's Hang On GP '95 (Saturn) 



break ng 





Bandai gave its 
remodeled Apple-derived 
Pippin its first mediocre 
outing at the show 



Japanese titles 
now playing 



¥1,000= $10.79 (al 



Riglord Saga 
(Sega} ¥5800 
Professional Baseball 
(Konami) ¥5800 
Turning Ball World 
(Tscno Satt) 
Hotblooded Family 
(Tecna Soft) 
Pepnerouchau's Big 
Adventure 
(Sega)¥<800 



(Konami) ¥5600 
Magic Knight Ray Earth 
(Sena) ¥4800 



Arc The Lad 
(SCE) (5800 
Ace Combat 
(Namco) ¥5800 
Aquanaut's Holiday 
(Artdink) 
Rayman 
(UBI Soft] ¥5800 

ie Soldier Siindam 



movie with digitized actors, was 
available for diehard Street 
Fighter II fans to try out, and also on 
show was Psygnosis' latest version of 
Capcom's Vampire (otherwise 
known as Darkstalkers) . 

As well as 32-bit games, Capcom 
exhibited a healthy number of 16-bit 
Super Famicom titles — among them 
Mickey And Donald's Magical 
Adventure, Rockman X3, and Final 
Fight 3 — but they were all derivative 
sequels of derivative sequels. 

the opportunity 
to unveil its totally remodeled Pippin 
Power Player at 
the show. Such 
is the 
mportance 
attached to Pippin 
by Bandai that a 
massive stand 
was devoted to 
the Apple Macintosh-based machine. 
The styling of the Pippin is now much 
more attractive than the plain black 
box and keyboard Bandai showed at 
Milia '95 in Cannes, France — and 
much more like an ordinary Mac. 
Indeed, anyone not aware of the Power 
Player's history would have been 
forgiven for assuming that Apple was 
bringing out a new Macintosh. 

The basic Pippin unit, complete 
with CD-ROM drive, is designed to form 
the heart of a multimedia system with 
which a keyboard, modem, mouse, and 
monitor can be added. Other Pippin 
peripherals include ajoypad with a 
built-in trackball and a floppy-disk drive 
that fits underneath the base console. 
Although finished hardware was 
present, there was a distinct lack of 
quality software — no big developers 
displayed Pippin games, and Bandai 
itself had nothing that showed what 
Pippin could do or indicated that it 
could reach beyond Apple's fT* - ? 

historically small game audience. UVH 



(Ban 



(Konami) ¥5800 

Night Striker 

(Ving) ¥6400 

V-Tennis 

(Tonkin House) 

Philosoma 

(SCE) ¥5800 

King's Field 2 

(From Software) ¥6300 




Essential 

I reading 




Capcom offered a range of predictable 
32-bit games and also kept the SFC flame 
alive with a host of sequels 



The Good, The Bad, and the Bogus: 
Nathan Lockard's Complete Guide 
to Video Games 

Nathan Lockard 
Publisher: Adventure Press 
Release Date: Available now 
Pages: 266 

This is a good thing. A well-researched, 
energetically thorough review guide on 
videogames for parents and kids like this 
couldn't have been done so well by anyone 
above 20 (NEXT Generation staff excepted, 
of course) And that's why Nathan Lockard, a 
16-year-old high school junior is the smiling author. 

Containing 373 Super NES, 361 Genesis, and 47 Sega CD 
reviews (but none on 3DO, Saturn, PlayStation, Jaguar), this guide 
amasses 781 total reviews, each broken down into game categories 
(RPG, action, etc), age groups, and violence ratings. The ratings average 
about 100 words per game, and describe the game concept, controls, 
and graphics. You'll find obscurities like Truxton, Death Duel, and 
Target Earth, but not Mega Twins or Test Drive 2. 

An eight year old could read this book, and that's the idea. It's 
accessible. However, the ratings, which are always the subject of 
controversy and disagreement, range from completely wrong to 
repressingly conservative; and, despite this, The Good, the Bad, and the 
Bogus still manages to be a good general guide for the ignorant. 

The History of Computers: A Family guide of 
Computer Genealogy 

Les Freed 

Publisher: Ziff-Davis Press 
Release Date: Available now 
Pages: 153 

Everyone needs a book like this — on their 
coffee table, that is. It's designed in a wide 
photographic format, it's full of cool, rare 
photographs, and reads fairly easily. 
While not abnormally dense with 
information, The History of Computers conveys most of the important 
achievements, breakthroughs, and periods of transition in the history of 
computers, like Charles Babbage's Difference and Analytical Engines; 
The Kelvin Tide Predictor; The Jacquard Loom; the Remington 
UNIVAC-1; entire chapters dedicated to both the IBM Personal 
Computer and the Apple, finishing off with CD-ROM and Windows 
technology. History doesn't have in its index, for instance, the Abacus, 
which is really the first man-made computational device, but it does, on 
the other hand explain important things, like how a modem works. 

Unfortunately, History will be out of date soon. This is not the 
publishers fault per say, but is the inevitable dilemma of a society bent 
on technological breakthroughs. The newest breakthroughs in 
technology, even within the last couple years, aren't up to date. 




breaking 



Escom reveals the 



The purchaser of 
Commodore 
announces its 
intentions 



Amiga's future 




Two of the naw machines 
displayed by Escom at its 
Frankfurt, Germany-press 
conference: the sleek 
green A4000T (above) and 
a Commodore-branded PC 
in mock-up form 



B scorn, the company which in 
April became the new owner of 
the Commodore brand, held a 
press conference on this spring to 
outline its strategy for the Commodore 
technology. NEXT Generation was 
among 60 representatives from 
distributors, hardware manufacturers, 
software publishers, and the European 
press who attended the ParkHotel, 
Wiesenhuttenplatz, Frankfurt, to hear 
Escom's future plans. 

Escom will separate Commodore 
and the Amiga, with Commodore 
branding the company's Pentium PCs 
and the Amiga falling under the 
control of Amiga Technologies GmbH, 
a new Escom subsidiary. 

Petro Tyschtschenko, general 
manager of Amiga Technologies GmbH, 
provided details of Escom's ambitions 
for the Amiga. In the long term, the 
firm sees it as the basis for high-end 
graphic workstations, home 
multimedia machines, and set-top 
interactive TV units, but in the short 
term there seem to be plenty of ideas 
for the existing Amiga range. 

"We see in the Amiga the key to 
multimedia technologies of the future," 
stated Manfred Schmitt, founder and 
chairman of Escom. He also praised 
the machine's "still unmatched 
multitasking ability" and claimed the 
firm had been inundated with 
messages of support from its "still- 
strong" and loyal base of Amiga users. 
Production of the top-of-t he-range 



A4000T will commence this month, 
with Escom claiming that 20,000- 
30,000 have already been presold into 
retail (Commodore International only 
ever produced 1,000 of these powerful 
machines). Remodeled as a mini-tower 
with a minimalist light-green design, 
It's far more stylish than its previous 
incarnation. Meanwhile, production of 
both restyled A1200 units and CD32 
units will also be restarted. 

Escom also revealed that every 
Amiga will now come with Scala 
MM300, a multimedia presentation 
program, bundled free in a further 
indication of its multimedia ambitions. 

NeW AlTligaS are also 
promised, the first of which will be a 
68030-based A1200 — the newly 
named A1300. As a result of Escom's 
close relationship with Motorola, the 
German company will be first in line for 
the new 68060 chips, which will be 
used in a new A4000. A new Amiga 
chipset is well into development, but 
Escom refused to release any details. 
Another Amiga-related development 
under consideration at Escom is a 
PowerPC version of the machine. 

And the Amiga is headed for a 
new market: China. The Tianjin Family- 
Used Multimedia Company, which 
currently has 80 per cent of the 
computer game sector in the People's 
Republic, will build its own low-end 
Amigas and Commodore 64s for the 
burgeoning Chinese home market. The 
world-conquering C64 could 
yet rise again. 



In the long 
term, Escom 
sees the 
Amiga as the 
basis for 
home 

multimedia 
machines, 
set-top 
interactive 
TV units, and 
high-end 
graphic 
workstations. 
There are 
also plenty 
of ideas for 
the existing 
Amiga range 




Escom intends to divorce the Commodore name from the Amiga brand and 
use it for Its Pentium-based PCs. Manfred Schmitt, Escom's chairman (top) 



DUDES DOWN 




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babijl See- "ia on ttie- arid." ( 








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Panasonic 

Software Company 



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NEOGEO 



The Future Is Now 

SNK 

SNK CORPORATION OF AMERICA 

2IM03 Earl Street, Torrance. CA 40503 

(3UI) 371-7(00 Favi (3W) 371-IM69 



break ng 




Fly Confirmed Kill on the Internet 



aou've read my columns about the 
Internet and the commercial 
online services like GEnie and 
the ImagiNation Network. While 
the Internet is a vast sprawl of 
information (and downloadable images 
that make Senator Exon blush), 
commercial services seem to be the 
place to play. But Domark Software and 
former combat helicopter pilot Bryan 
Walker have aimed their targeting reticle 
squarely in the goal of making the 
Internet the place where the cyber-elite 
meet to get beat. 

Walker, the producer of the new 
Domark combat-flight sim Confirmed Kill, 
flew an Apache AH-64 gunship and saw 
combat during Desert Storm. And 
Saddam's finest, if there was such a 
thing, fired on Walker's helicopter. Luckily 
for us, they missed. Walker may also be 
the only computer game producer to 
shoot down enemy aircraft, a feat he 
managed by taking out two Iraqi MI-8 
Soviet-made copters. 

Walker, a product of the TRS-80 and 
Pong, was always interested in computer 
games. After joining up with Domark, a 
company calied integrated Creations 
called him with the idea to put together a 
multiplayer flight sim — but unlike Air 
Warrior or Red Baron, played on set 
online services, this would be played over 
the Internet. IC provided a sophisticated 
flight model code and communications 
code, and together with Domark's flexible 
graphic engine — which Flight Sim Toolkit 
showed off — they knew they had a 
guaranteed hit. Confirmed Kill, a 
multiplayer combat flight simulator set 
during World War II, is the product 
Domark hopes will knock SVGA Air 
Warrior off its throne. 

As opposed to a table-based flight 
model, CK uses a "4 Space" flight model, 
which Walker claims is very simplistic 
and predictable. "[Four] Space is more 
demanding on a system; our flight model 
uses over 4,000 variables and requires a 



math coprocessor, so no 486SX (or 
NextGen 586) processors can run CK." 
CK also has accurate ballistics modeling 
and damage modeling, which includes 30 
location-specific damage models. A lucky 
shot can come through the windshield 
and kill the pilot. 

The most unique thing about 
Confirmed Kill, however, is how you play. 
Simply log on to Telnet via your Internet 
provider. Telnet enables you to log onto 
remote systems through the Internet, so 
college students at home during the 
summer can still access their school 
accounts. The Telnet address for 
Confirmed Kill's computer is: 
ici2.infohwy.com. 

Type in new for your ID, password: pizza. 
Download the software from Domark's 
home page at 
http://www.domark.com/domark. 

YOU'll need tOtalktoyour 
Internet provider to see how you can get 
to Telnet and log on to CK's server. 
CompuServe's flight sim forum (GO 
FSFORUM) has a whole section devoted 
to CK already; the only other sim to get 
that kind of attention is 
Microsoft Flight Simulator. Users there 
can help you get on to Confirmed Kilt 
through CompuServe. 

Walker wanted to give pilots a sense 
of unpredictability. "You're thrust 
into a fishbowl of activity; your job is to 
find some friends and still accomplish the 
mission," he says. Confirmed Kill is in a 
public beta test right now. The playing 
field is composed of four city-states that 
are constantly struggling; you can jump in 
to combat or organize a multipilot strike 
on an airfield; jump in a bomber and have 
friends man defensive gun positions, or 
attack ground targets like tanks. Pilots 
logging on can check on ground battle 
progress; the more territory you hold, the 
more points you get. 

Confirmed Kill was midway through 
public beta testing as of July. A new 
version is now available, which can 



Bernard Yee has 
contributed to USA Today 
and writes regularly for 
PC Gamer, PC Magazine, 
and has authored several 
books on gaming 



by Bernard Yee 

transmit voice radio messages over the 
Net; you can also record specific 
messages as macros, like "I'm hit" or 
"clear my six." Hearing pilots' voices 
adds a whole new dimension to 
multiplayer gaming. And you'll need as 
many friends as you can get. When a pilot 
is shot down, the game doesn't end; he or 
she has to make it back to friendly 
territory. A rescue aircraft (which is 
piloted by computer Al) can come and 
pick him up, but it's slow and easy to 
shoot down. The best part? Confirmed 
Kill's beta testing is absolutely free, and 
the beta software is also free. 

Domark should be running the meter 
at about ($2/hr) at this point. A 
retail box version will come out with 
enemy pilots (which will be adjustable 
with different strengths like G tolerance, 
maneuver preference, marksmanship) and 
will support IPX network and stand-alone 
play as well as Windows 95. But you 
won't see this until January 1996. It will 
cost approximately $40 and will come 
with 10 free hours online, 

While not as pretty as Flight 
Unlimited, CK should be able to run at 
1024x768 with 20 frames per second 
on a 486/66. When the new 3D 
accelerator cards come out, CK should be 
able to score about 60-70 fps easily. 
There will be customizable texture maps 
on the planes, though. 

Cyberspace gadget of the 

month: Got my USR Sportster 28.8 K v.34 
modem up and running. WinFax and 
comm support seem fine, and the 
Sportster is one of the cheapest and 
most reliable 28.8 K units out there — 
be sure to check it out if you're 
considering getting online. 

75300,3625 on CompuServe 

BernardY@Pipeline.Com 

BernardY@A0L.COM 



break ng 



Arcadia 

All of the most pertinent arcade-related news from 
the leading source in the coin-op business 




Marcus Webb is 
the editor-in-chief 
of RePiay 
magazine, the US' 
leading trade 
amusement 
magazine 

by Marcus Webb 




Can't wait to see spurting 
gobs of blood in Mortal 
Kombatthe movie? 




NBA Jam TE is being used 
in NANI's tests — 50 
playable hooked -up units 




1 Forever brings the 
movie- videogame 
industries one step closer 



Motion Capture Studios 

When you film a live actor in motion, 
then run the film through a specialized 
computer program which digitizes the 
action for computer manipulation 
purposes, it's called "'motion-capture 
technology." To our knowledge, 
Acclaim Entertainment was the first 
videogame company to create an 
entire miniature movie studio 
dedicated to this process. It's located 
in its New York State headquarters, 
and this award-winning facility is also 
used to create special effects for the 
movies such as those seen in this 
summer's Warner Bros, blockbuster. 
Batman Forever. 

As you may have heard by now 
(thanks to Acclaim's publicity 
juggernaut). Acclaim is also using 
some of those same Batman Forever 
special effects in coin-op and home 
videogames of the same name. What 
you may not have heard, yet, is that 
Williams/Bally-Midway and Capcom 
USA are also setting up motion-capture 
studios of their own, both in the 
Chicago area. Since Midway's Mortal 
Kombat and Capcom's Street Fighter 
have already appeared in big-screen 
motion picture format, you can 
probably expect a continually closer 
merging of these factories' videogames 
with Hollywood's output. 

Street Fighter Alpha 

Capcom USA newest game, Street 
Fighter Alpha, which is described as a 
"prequel" to the original title, is now 
out in the 
arcades. Ten 
major characters 
are included. 
Among them are 
four younger 
versions of the 
classic 

characters (with 
slightly different 
moves), plus six 
new characters 
who are 
somehow 
"related" to the original cast and 
story. Four of the new heroes are Guy. 
Birdie, Charlie (who looks and moves 



just like Guile), and Rose. Graphics are bright, colorful, almost 
cartoon-like computer animation; not the super- realistic digitized 
versions of real actors seen in Capcom's recent hit videogame Street 
Fighter: The Movie. 

By the way, Capcom also plans to release Cyberbots around the 
same time, and by press time of this magazine, it'll probably be in 
the streets. Cyberbots is a one-on-one, hi-tech battle of robots vs. 
enemy machines (or robots vs. robots if you're in a nasty mood) . 
Finally, Capcom's Night Warriors is also out for this summer; it's a 
sequel to Dark Warriors. 

NANI Hits the Streets 

As of late June, the National Amusement Network, Inc. (NANI) finally 
began field tests of 35 to 45 videogames which were linked into a 
single network, via phone lines and computer modems. Midway's 
NBA Jam Tournament Fdition is being used for the test, with up to 50 
units expected to go online at some point during the 90-day trial. 
Most test units are located in Kansas and Ohio, with a few Kansas 
City games spilling over the border into Missouri. 

What's the big deal about networked games? First, players will 
be able to enter and compete in tournaments over a period of hours, 
days or even weeks; their best scores will be sent to a central data 
processing office for comparison and declaration of a winner. Some 
fairly big prizes may be offered. Just for comparison purposes, a 
networked system of trivia-type games in taverns is already up and 
running, owned by another corporation, and it offers prizes all the 
way up to a trip to the Caribbean for two! NANI's videogame contests 
will be local arcade-to-arcade, city to city, regional, national, and — 
eventually — international in scope. (By the way, the central office 
which collects the data for all this is run on NANI's behalf by 
Electronic Data Systems, the outfit originally founded by Ross Perot). 
One neat thing about NANI is that contest promoters can virtually 
preprogram any videogame to put the emphasis on any element they 
like. With NBA Tournament Jam, for example, a NANI contest can 
award point exclusively for free throws. Another contest can give 
points just for rebounds; or contests could be designed around any 
other move, scoring technique (like slam dunks), or measurable 
aspect of gameplay. This will give contest designers (and players) an 
almost infinite opportunity to experience videogames in new, 
creative, and challenging ways. 

More Video Networks 

Strictly on the hush-hush, we're advised that NANI is not the only 
arcade videogame network slated for a 1995 debut. It seems a major 
videogame factory plans a 500-unit test of its own modem-linked 
network this fall. In this case, players from different states and cities 
will be able to interact in realtime. That is, the winner will not be 
determined simply via score comparison, but will actually prove their 
superiority instantly by competing blow-for-blow in the same 
gameplay environment — although contestants could be physically 
separated by hundreds or thousands of miles. Also, it's been hinted 
that this particular factory plans to download new games into its 
arcade network via modem, rather than physically delivering new 
computer circuit boards for each new title. Watch future editions of 
Arcadia for more information about all this. 



Between 
You And 
A Successful 
Mission Are 
Enemy ships, 
Attacking Borg, 
Malfunctioning 
Computers 
And Me. T 



Kl£ 



it' 



Crossroads Of Time 1 







So. You think you're up to the challenge of the 
Star Trek: Deep Space Nine'" Crossroads of Time 
video game. Good luck, human. This is no ordinary 
game. It's the ultimate in strategy. As one of your 
favorite Star Trek: Deep Space Nine" 
characters, you will command the fate 
of its station and crew. But be 
warned. The universe is a vast 
and dangerous place. 
And you are not alone. 







9k « 


j/^ ~ 




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^Nintendo 



Generator 



breaking 



by Mark James Ramshaw 

You want the skinny from 
game developers? Get it 
here. All the inside news, 
opinions, and gossip — 
and none of the fluff 



Datebook 



Nintendo will be shipping v 
' thinl- " 



sticks enough' 
ng game 
"We've heard 



September 



AMOA — EXPO '95 {The Amusement & Music Operators Association), 
takes place on September 21 through 23; New Orleans, Louisiana at 
the New Orleans Convention Center. This expo, an excellent previewing 
spot for new coin-op games, is one of the major US arcade shows. 
Primarily for owners, operators, managers, distributors, suppliers, and 
manufacturers of arcade games, videogames, pinball games, CD 
jukeboxes, pool tables, etc., AMOA holds seminars addressing topical 
management, technical, and marketing issues. For more information 
call: (312) 245-1021. 

NETWORKS EXPO/WINDOWS WORLD '95, September 12 to 14; 
Dallas, Texas; Dallas Convention Center. There will be exhibitions and 
demonstrations focusing on network management, interoperability, the 
Internet, TCP/IP connectivity, client/server applications and enterprise 
networking — an excellent meeting for showcasing networkable games. 
Windows World will run concurrently and feature a conference program 
focusing on new products, technology management, network 
computing, multimedia, software developer strategies, and Windows 
technical supply. Call; (801) 655-8024 



October 



PC EXPO, October 3 to 5; Chicago, Illinois, at McCormick Place East. 
This trade show focuses on the PC industry, the needs of senior-level 
computer pro's from the Midwest, and has a decent section showing 
games, more now that Windows 95 is out. Portable computers, graphic 
user interface applications, networking, client/server and multimedia 
technologies will also be exhibited. For more information call: (800) 
829-3976. 



1 be great. 

ane change which would affect every single style of 
atformers, everything." 



ie trackball of yest 
iples of a velocity-sensitive game controller. 



it with problems. You lose control because y 



keen to a 

s to make it to the next generation of console controller. 

When you play Daytona you can feel the Ci 
inst you. It'd be great to have resistance mot 
controller, so you can feel it when you push against the 
That's the sort of thing which gives a real sense of (mrm 
the feedback keeps the believability alive." 



Home & Family Computing Supershow, on October 6-8 at Boston's 
Bayside Exposition Center and on October 20-22 at Atlanta's Cobb 
Galleria Center. Open to the public, this show is designed to provide 
an easy way for families to learn about computer and other high-tech 
products that emphasize education and entertainment. For more 
information call: (713) 974-5252. 

Autodesk University, October 29 to November 2; San Francisco at 
the Moscone Convention Center. Open to the public, this conference 
holds classes focusing on multimedia topics, a broad range of CAD 
tools, and techniques enabled by AutoCAD and its related applications. 
Special events include the first annual "Planet Studio" Multimedia 
Awards and Electronic Festival. Call: (415) 691-1488. 

December 

Home & Family Computing Supershow, December 8 to 10, at the 

Dallas Convention Center and December 15 to 17 at the Moscone 
Center in San Francisco. Open to the public, this show is designed to 
provide an easy way for families to learn about computer and other 
high-tech products emphasizing education and entertainment. For more 
information call: (713) 974-5252. 



Mark James Ramshaw Is free-lance journalist and game consultant 
who writes for various videogame and music magazines 




H 



"he Future 
Starts Here! 



low that you have the latest in hardware technology, 
you're going to need an upgrade controller that can 
really harness the power of this new machine. 
STD makes it happen with these hot game controllers 
for Sega Saturn, Sony PlayStation and 3DO... 



M and Sega Saturn 1 " 



gistered trademarks of Sega Enterprises. Ltd 3DO™ is a trademark of trie 3DO Company. Sony PlayStation™ is a trademark of Sony Computet Enle ■ 



EclipsePad for Sega Saturn™ 

This economically designed control 
pad sets the standard for comfort and 
features with eight large fire buttons, 
independent auto-fire, programmable 
synchro-fire, an LED panel, slow 
motion, and an extra long cord. 







EclipseStick for Sega Saturn™ 

This powerful stick — with a sturdy 
metal base, eight full-size fire buttons, 
semi and hands-free auto-fire, 
programmable synchro-fire, slow 
motion, an LED panel, and an extra 
long cord — brings home all the 
action of your favorite arcade hits. 





EclipsePad for 
Sega Saturn™ 



PS ProPad for Sony PlayStation™ 

Contoured hand grips, eight fire buttons, 
semi and hands-free auto-fire, four 
speeds of auto-fire, three speeds of 
slow motion, LED indicators, and an 
extra long cord provide total control 
over the tough competition. 




PS ProPad for 
Sony PlayStation 7 ' 



ProPad for 3D0™ 

Six fire buttons, independent control 
for semi and hands-free auto-fire, 
three speeds of auto-fire, and an 
extra long cord make this pad a vital 
threat to any opponent. 



In Total Control! 



STD Entertainment (USA), Inc. 

10945 McCormick Rd. • Hunt Valley, MD 21031 • 410-785-5661 

© 1995 STD Entertainment (USA), Inc. ALL RIGHTS RESERVED 





Back Issues 

As NEXT Generation celebrates its ninth issue, buy yourself a present in the form of a complete collection 

With change conies confusion, and as the gaming world continues to evolve and reinvent itself, reliable information 
becomes invaluable. Complete your collection of previous NEXT Generation issues now, before copies sell out 






An interview with Trip Hawkins (President & CEO of The 3D0 Company) 
A comprehensive, in-depth look at all the next generation systems 
preparing for battle in 1995 

The Violence Tapes. Four of the world's most controversial game developers in 
one virtual room 



Shigeru Miyamoto (creator of Mario, Donkey Kong, Zelda, Pilot Wings) 

Saturn: The complete story so far 

Gaming on the information superhighway (aka "Joyriding") 

Revival of the Fittest. Just why is retrogaming so popular? 



Tom Kalinske (President & CEO of Sega of America) 

Does PlayStation live up to the hype? A look at Sony's bid for 

world gaming domination. Including a four-page profile of Ridge Racer 

What's wrong with the PC? (Part one). Can gaming on the PC survive? 

Making tracks (aka "the noble art of game music") 

Virtua Fighter. Saturn's fighting chance profiled 



Nolan Bushnell (the inventor of Pong, and the founder of Atari) 

Atari: from boom to bust, and back again. The complete history 

of the oldest videogame company in the world 

An audience with Gumpei Yokoi, the inventor of Nintendo's Virtual 

Boy and Game Boy 

What's wrong with the PC? (Part two). Where is the PC game scene heading? 





NG5 



talking Steve Race (Sony Computer Entertainment's President & CEO) 

ng hardware Ultra 64: the story so far. Nintendo's 64-bit collaboration with Silicon Graphics 

is shrouded in secrecy. A 13-page expose 
ng special Apple: the ripe stuff. The story behind the latest company to 

develop a game machine 

NG6 

talking Peter Molyneux (Bullfrog's leader and possibly the smartest guy in gaming) 

ng hardware M2: 3D0 bites back. On paper, Trip Hawkins' M2 is "10 times more powerful 

than Sony's PlayStation." But can 3D0 make it work? 
ng special PlayStation's Disciples: A look at how PlayStation games are made 




NG7 



J 



talking Sam Tramiel: Atari talks back (Atari's President & CEO) 

ng hardware 3D0: Past, Present, and Future. What has 3D0 achieved so far, and what does 

the future hold for Trip Hawkins' vision? 
ng special Electronic Entertainment Exposition (E 3 ) — the definitive show report 



talking Howard Lincoln: Nintendo's president justifies the delay of Ultra 64 

ng special Sega Saturn: the hype-free guide 

ng special Japanese RPGs: coming to a US console near you soon 

NEXT Generation Back Issues 

(US Only) « Back issues NG 2 through NG 8 are $4.99 + $1.50 delivery per issue. 

• Back issue NG 1. the Premiere Issue, is $7.99 + $1.50 delivery. 
Please Mall Check to: Imagine Publishing, Inc. Back Issue Dept. N695 

1350 Old Bayshore Hwy, Suite 210 

Burlingame, CA 94010 






The ultimate information resource or the new wave of games systems 



I 



For faster service call 
us at 1-800-706-9500 
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ISend me one full year (12 issues) of 
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— — 

account number 



J 




Eaazzas 



YOU'VE GOT IT ON YOUR HANDS. YOU 
DON'T HAVE ENOUGH OF IT. YOU'VE GOT 
IT ON YOUR SIDE. YOU'RE PRESSED FOR 
IT. YOU SPEND IT. YOU WASTE IT. IT'S 
IN. IT'S OUT. IT'S NOW. IT'S PAST. IT'S 
RUNNING OUT. IT'S DRAWING NEAR. 
CHRONO TRIGGER". IT'S ABOUT TIME. 




f 4-ft4 *\ 




ng special 









Advances In VR technology promise to 
change forever the way humans Interact with 
machines. A tester looks to improve optics 




all 



s a technology, virtual reality has 

I captured the imagination of 
technophiles for nearly a decade. 

I Countless movies, books, and 
television shows have convinced the public 
thatVR technology is extremely cool, all- 
encompassing, strangely unattainable and 
simultaneously somewhat dangerous. 

So where does the truth lie! Will VR 
really step in and change our lives, say, in the 
next five years? Will it take longer? NEXT 
Generation has taken a close look at the 
truths behind VR, what is it, where it came 
from, where it's going, and perhaps most 
importantly, what's actually available today. 

The first problem in any VR discussion is ~~ 
to define exactly what the somewhat nebulous term means. The most basic definition 
includes the skillful attempt at fooling the human senses into believing that they are 
immersed in another world. This rather loose definition includes just about anything driving 
the human imagination, including books, motion pictures, theater, art, even dreams. Other 
pundits claim that the most important factor is interactivity, enabling users to determine 
their own paths and fates, a system that can include most computer games and musical 
instruments. Neither of these is exclusive enough to define the equipment that most people 
think of as virtual reality. For the purposes of this article, we'll define VR as: Any technology 
that attempts to fool an individual's senses into believing that they are in another world, 
while enabling interaction with this world in a way that mirrors reality. This definition is 
tight enough to filter out movies and most computer games, but open enough to include the 
wide variety of VR equipment, including HMDs (head mounted displays), gloves and wands. 

^^^^^■^^^H 1^^^ SO Where did it all come from?The 

k0 history ofVR is a journey unto itself, consisting 
{fl K of brilliant flashes of frantic activity, followed by 

rff^^^^^^^^^^ periods of dormancy almost always interpreted 
^^^^^^H I 1 -41 as the inevitable death of the technology. 

Vl^^^W Surprisingly enough is that most of this activity 

\^^^Br came from the same people time and again. It 

seems that once someone has entered the 
arena ofVR development, they never want to leave, and, like many of computing's major 
advances, the story begins with the death of the vacuum tube. 

The attempts to eliminate barriers between man and computer have been underway 
for just about as long as the computer itself. One of the first pioneers in the evolution of 
the computer was Douglas Englebart, who was looking for a way to make computers more 
accessible for the untrained user. With his background in Navy radar systems, Englebart 
realized the video screen could be used to display computer output instead of waiting for a 
computer printout. Soon thereafter he decided these screens could also enable users to 
access special devices to input information into the computer. In 1968, after several years of 
research funded by the Department of Defense, Englebart gave a presentation at the Fall 
Joint Computer Conference. While most users were still struggling with punchcards, 
Englebart displayed a document on-screen, used the first mouse to select strings of text, and 
even featured cut-and-paste options. The computer world would never be the same again. 




In 1968 Jaron Lanier, the man credited with creating VR, and Chuck 
Blanchard, also a member of the VPL team, went on to form Greenleaf 
Medical Systems, which used VR technology in medical applications 




Mark Long and Joanna 
Alexander used their VR 
experience to launch Zombie 



Building off Englebart's earlier work, another visionary, Ivan 
Sutherland, began to see yet another way to break down the 
barriers between man and machine. In 1962 Sutherland designed 
Sketchpad, a computer program permitting users to "draw" on the 
screen with a light pen. Attributed with the invention of computer 
graphics, Sutherland went on to push the abilities of the new form to 
its limits. At a computer conference in 1 965, he sparked the 
imaginations of the entire industry saying "the screen is a window 
through which one looks into a virtual world. The challenge is to 
make the world look real, sound real, feel real, and interact 
realistically." Sutherland went a step further in 1968 as he attempted 
to shape a virtual world by building the first HMD at the University 
of Utah. Nicknamed "The Sword of Damocles," this bulky device 
was the true beginning of virtual reality. 

During tnG /US, while most experts concentrated on 
building more and more realistic simulators for the military, there 
were a few concentrated efforts at pushing the virtual frontier. In 
1975, Myron Krueger developed a system enabling people to stand 
and interact with a computer-controlled projection screen. Although 
the strange results were intended to be a new form of art, the 
technologies used in the product ended up becoming incorporated 
into the virtual reality toolkit. The people who were about to 
become the driving force of VR were beginning to group together. 

In 1980, several universities and businesses began to show 
interest in the commercial prospects of the new technology. At the 
University of North Carolina at Chapel Hill, Fred Brooks put 
together a system that gave students a chance to actually manipulate 
molecules with their hands, feeling the atomic forces through a 
feedback device. Thomas Furness, working for the Air Force in 
Ohio, developed the "Heads Up Display" (HUD) and the "Visually 
Coupled Airborne Simulator," which projects a 3D target area onto 
pilots' helmets. In 1 98 1, Tom Zimmerman invented the first data 
glove, a crude device that measured the flow of light through large 
plastic tubes. That same year, Jaron Lanier, a programmer who had 
set up a garage laboratory with money made of videogame free- 



lancing, teamed up with Zimmerman, 
Chuck Blanchard.Young Harvill, and 
Steve Bryson to start VPL (Virtual 
Programming Language? Lanier himself 
is not entirely sure what the initials 
stand for) the company that would 
eventually lay the groundwork for the 
future ofVR. Three years later, 
Michael McGreevy, the head of 
NASA's newly created Virtual 
Environment Research Lab, received 
government backing to produce an 
HMD he fashioned from two Radio 
Shack monitors mounted into a 
motorcycle helmet. Everything was 
beginning to come together. 

In that same year, VPL was in full 
swing, producing hand-made versions 
of Zimmerman's control device, now named the DataGlove, to 
businesses and universities for about $9,000 a pop. Shortly after 
this, the company started production of entire bodysuits that tracked 
human motion with a price tag of around $20,000. Each unit 
worked a little differently than the last, constant upgrades being 
made as the team discovered new technologies. Business was going 
quite well for the team, which received the patents for the glove, and 
in 1984 it received its first contract to work with NASA. At NASA's 
Ames Research Center, VPL began working with McGreevy's Virtual 
Visual Environment Display to create a glove that would work with 
the new system. At roughly the same time, VPL started designing a 
cheaper version of the HMD, named the EyePhones, to be integrated 
into full VR systems. During the next few years the company 
continued to grow, and thanks, in no small part, to Lanier's fervent 
evangelistic efforts, interest in virtual reality sparked everywhere. 

This small company — at its height there were only about 60 
people employed — held the patents not only for the DataGlove 
(the patent was updated in 1990 to include the new fiber optics 
technology) but in January 1 99 1, for "the manipulation of virtual 
objects in a computer system according to the gestures and 
positions of an operator's hand or body part." Technically, this 
meant that the company was due royalties from any company 
producing just about any type of virtual reality equipment. Lawsuits 
began to fly, including one with Abrams/Gentile Entertainment Inc., 
over the payment of licensing fees due to VPL for the Mattel Power 
Glove (which was basically an $80 version of the same glove that 
VPL had been producing — at a considerably higher price — for 
years). In 1991, Lanier appeared before Congress at the behest of 
Senator Al Gore (D-Tenn) to preach on the importance of US 
funding ofVR 
research. Although it 
looked like the little 
company had made 
the big time, it was 
less than a year before 
everything fell apart. 
Although VPL 
had been successful 
selling VR systems and 
technology, the 
company still relied on 
Companies like gravity are now able to backing from venture 

create seamless 3D worlds as in this capitalists. In the late 

domestic scene in Bug! on the Sega Saturn 




ng special 




Mattel's successful (although gimmicky) 
PowetGlove was an evolution of the same 
DataGlove created by Zimmerman in 1981 



'80s,VPL borrowed 
money from the 
French company 
Thompson, using its 
own patents as 
collateral. When the 
loan defaulted in 
October 1 992, the 
company's run was all 
over. VPL lost all of 
its patents, the talent 
was scattered, and 
the money was gone. 
During the next 
few years, VPL's 

graduating class ' 

started finding ways to use their talent in other fields. Jaron worked 
in many different communities, helping various companies get their 
start in the VR world. Chuck Blanchard landed at Greenleaf, Steve 
Bryson took employment at NASA, and Young Harvill ended up at 
Macromedia. Even employees of later years went on to start their 
ownVR-oriented shops: Dale McGrew started Gravity, which, after a 
year or so of research, decided to go into the entertainment 
software side of VR (making Ascent); and Mark Long and Joanna 
Alexander started another entertainment development team and 
called it Zombie (which makes Locus). Three years after the breakup 
ofVPL, people began shifting their efforts from the seemingly 
unprofitable commercial side ofVR to entertainment. 

Perhaps the 

most component ofVR 
systems is the enigmatic 
Head Mounted Display 
(HMD). Since its 

\ J \ i \t ^ \ — J invention in the '60s, 

^f|'l™ \t\ / ^" > HMD design and 

construction has surfaced 
in several different 

approaches, each improving the realism and/or price point of 

previous models. The most basic requirements for a HMD are two 

display screens and a set of optics. The display screens present the 

information sent by the computer, and the optics (in the form of 

lenses) permit the user to focus on images 

that rests about 4 inches from their face. 

Physical factors must be taken into 

account when constructing an HMD. 

Will the headset be too heavy for 

someone to wear without augmentation! 

Does it allow for variations in 

interpupillary distance (IPD)> How much 

field of view will it offer? All of these 

factors will determine the realism of 

wearers' suspended disbelief — or 

feeling of "actually being there." 

There are several variations in the 

type of HMD displays presently available. 

LCDs (Liquid Crystal Displays), like the 

kind found in portable video games, are 

the most popular choice in today's 

designs, offering color output and a reasonable 

price tag. Unfortunately, today's LCD screens don't 






Virtual Reality: 
Through the New 
Looking Glass 

Ken Pimentel and 

Kevin Teizeria $24.95 

Well written, easy to 

understand, and thorough, 

Virtual Reality: Through the 

New looking Glass li an 

Invaluable resource for 

beginners and VR veterans 

alike. In 15 chapters, the 

authors cover everything there Is to know about VR, from its 

conception and history, current uses and applications, and major 

research centers, to the technical aspects of how various pieces of 

equipment actually function. A comprehensive appendix Includes a list 

and description of available VR products, a list of VR company names, 

addresses, and phone numbers, sample source code for programmers, 

and a full glossary. If you want to jump into VR, start here. 

Virtual Worlds 
Benjamin Woolley $12 

This book is a fascinating look at the pure philosophy of virtual 
reality. Woolley uses tools of classic philosophy to examine the 
questions created by the existence of virtual worlds. If reality Is a 
matter of perception, then Isn't virtual reality just as real as anything 
else? More of a mind Journey than a resource guide, this Is one title 
that Is not recommended for light reading, Virtual Worlds Is the kind 
of book that keeps you up at night wondering If you really exist at all. 

The Metaphysics of Virtual Reality 

Michael Helm $9.95 

Slightly more technical the Virtual Worlds, The Metaphysics of Virtual 
Reality is another look at how the human condition Is affected by the 
influence of artificial realities. Easy to read and understand, the book 
takes a forward look at possible changes in personal Interaction, 
information gathering, and life itself. Some of the particularly 
interesting sections take a deep examination at such diverse topics as 
sexual Implications of William Gibson's Neuromancer, the development 
of computer AI, and the changes In creative thought that are brought 
about by word processing. A worthwhile read for futurists. 

Virtual Reality Now 

Larry Steven $24.95 

Another great source reference, though not as geared to the beginner 
as Plmentel's guide. Basically a hands-on guide, the book contains 
plenty of Info on VR programming, HMD and DataGlove technical 
information, and other handy tidbits for the VR buff. Early chapters 
contain a good history of VR, and Interesting insight on current VR 
research centers. Some attention is paid to the future of the 
technology, and there's even a chapter on the possibilities surrounding 
cybersex.Thls Is a good technical guide for the Inner workings of VR. A 
disk with VR demos tar the PC is included. 

Virtual Reality Playhouse 

Nicholas Lavroff $23.95 

Although ft looks small for the rather high price tag, Virtual Reality 
Playhouse Is a great manual tar PC owners who want to create 
their own VR systems. A small amount of space Is devoted to 
the history of VR, but the bulk of the book Is centered on how 
VR works, and how you can build It at home. In addition to a 
disk full of PC demos, the book contains Instructions on how to 
convert a Mattel PowerGlove so that it will function with a PC, 
as well as how to modify Sega's old 3D glasses to do the 
same. A must own tar tlnkerers and fanatics. 

VR World 

Editor: Sandra Kay Helsel $4.95 

Probably the best of the periodicals devoted to covering 

virtual reality, VR World is a well-written mag that 
reports on all aspects of the technology, from 
entertainment to Industry. In addition to great 
articles on the future, present, and past of VR, the 
ads In the magazine are a fantastic place to track 
down any equipment or products you might be 
looking tar. Highly recommended. 



^^p 



; n the next few months, three multipurpose 
HMOs launch for the home PC market. This 
is the ground floor for the entertainment 
future of VR, and a competition of design, 

' and consumer decisions in the next year 
may affect headset design for the next five. 

Virtual i/o 

One of the strongest entries into the fray is Virtual 
i/o's i-glasses!.A break away from conventional HMD 
design, the i-glasses! weigh as little as 8 ounces and 
use partial reflection mirrors to enable users to view 
their playing world. Gamers can use keyboards, see 
people around them, and keep track of hint sheets, etc., 
without having to remove the display. A black plastic 
shield can be used to block this effect if users want a 
more immersive experience. The glasses use twin 0.7 inch LCDs that deliver 
138,000 pixels resolution per screen. Field of view is limited to about 30 
degrees. The six foot focus keeps eye strain to a minimum, and the curved 
aspect of the display mirrors eliminates the need for individual user 
changes. The tracking mechanism gives three degrees of freedom and 
boasts a sample rate of 60 Hz. The biggest drawback to the unit is its price, 
about $800 for the full-tracking unit. VR purists may also find that the open 
design lets in too many distractions even with the shield in place. In the 
end, the i-glasses! aren't the most 
expensive unit on the market, they 
deliver some of the best resolution 
and tracking available, and the 
light-weight and open design keep 
disorientation and vertigo to a bare 
minimum. In addition, the fact that 
Virtual i/o receives its funding from 
TCI, the nation's largest cable TV 
operator, ensures that the company has the resources required to weather 
the financial strain of launching a new product. Definitely one to watch. 
Virtual i-o, Inc. 1000 Lenora Street, Suite 600 
Seattle Wa. 98121 Ph. (206) 382-7410 

Forte 

The most immersive design available on the market, the VFX-1 offers PC 
users a comfortable design with fair resolution and range of vision. The 
headset design most resembles a knight's helmet, with a visor that slides 
down in the front featuring twin, independently foe usable eyepieces. Stereo 
sound is pumped in through padded earphones built directly into the 
helmet. Tracking is relatively smooth as the piece uses the same basic 
principle as other HMDs — a magnetic tracking system using the Earth's 
own EM field as a constant. Everything about the HMD's design is created 
to completely block out the influence of the outside world. Switching back 
and forth from VR applications to standard computer controls is relatively 
easy, requiring the user to slide the visor into its upright position. This 
design also keeps any of the helmet's weight from resting on the user's 
nose, a cause of many HMD-related headaches. Resolution is 505x230 pixels 
displayed on the two standard seven inch LCD screens. Field of view is 
reported at 35.2 degrees with a horizontal 
range of 46.4 degrees, and a diagonal range 
of 56.1 degrees. The unit can be worn with 
glasses, but the independent focus feature 
of the eyepieces may correct for some 
vision problems. The unit also ships with a 
VR control device called the Cyberpuck — 
compatible with many of today's more 
popular 3D action and flight simulation 
games. The biggest drawback to the unit is 
its prohibitive price, starting right now at 

about $1,000. While it's the most expensive, the unit's inclusion of a fully 
functional virtual controller makes it well worth the price to VR fanatics. 

Forte Technologies Inc. 1057 E. Henrietta Rd. 

Rochester NY 14623 Ph. (716) 427-8595 

T Victormaxx 

^g^P^^^^- Victormaxx's Cybermaxx emphasizes the 

^w ^^^t th ' rtl asoect °* design: field of view. Each 

f£ ^_A— t^fl^^C °' * ne unit's seven-inch LCDs deliver 

^Hj^^^K 180,000 pixel res, and an field of view of 
fc 54 degrees. Like the VFX-1, the headset is 
flfl ^^F corr, P ,e * G ly rrvtmersive. offering 

^■li^H ^^r independent focus for both eyes. 

^^^r Ergonomics are somewhat unwieldy, with 
a great deal of the weight of the unit on 
the front of a player's face, a build concept that can cause discomfort in 
long-term wear situations. The system tracking is moderately fast, with a 
sample rate of 75 Hz. In a final view, the major advantage of the Cybermaxx 
is its reasonable price point, $889. Unfortunately, many players will find 
that the payoff in comfort and resolution isn't worth saving a few dollars. 
Victormaxx 510 Lake Cook Rd. 
Suite 1QO, Deerfield, IL 60015 
Ph. (800) 815-M AXX 





New breakthroughs in HMD (head mounted 
displays) design are beginning to eliminate 
problems with user disorientation 



deliver much in the 
way of resolution, a 
problem amplified by 
a HMD's magnifying 
optics. Typical LCD 
resolution stands at 
440x240 split 
between red, blue, and 
green. This provides 
developers with a 
total pixel count of 
about 35,000. In 
comparison to the 
standard VGA display 
of more than 300,000 
pixels, it's easy to see 
why designers are frustrated by the limits of the LCD screen. Even 
so, this is today's favored display method for low cost PC HMD 
manufacturers. 

The CRT (Cathode Ray Tube) alternative eliminates much of 
the resolution problem, but creates new problems in both price, 
color and size. CRTs small enough to be implemented into an HMD 
are not as common in other commercial applications, so finding 
them at a reasonable price can be difficult. Another problem is the 
lack of a small CRT display unit that can deliver a full color display. 
Finally, fitting one of these displays into an HMD requires more 
complex optical setups and electromagnetic shielding, both of which 
add size and weight to the final design. There are ways to address all 
of these problems, but the added expense has kept such devices in 
the hands of the military or major corporations and beyond the 
reach of the layman. 

One new alternative is to use smaii moving 

mirrors to reflect LED output into a users' field of view. Developed 
by Reflection Technology, this kind of unit can display fairly high 
resolution, with a small footprint, at low cost. Unfortunately, these 
systems are unable to deliver anything but a monochrome display, 
hampering the virtual world's effect severely. Nintendo's Virtual Boy 
uses this technology to deliver red images onto a black background. 

In order to achieve a true sense of realism, virtual reality 
devices should enable the user to interact with his or her world in a 
manner as close as possible to the way they interact with the real 
world. Even with the best stereoscopic display in the world, an 
HMD wearer forced to use a 
keyboard will be constantly 
reminded that they are in a 
simulation. Motion 
tracking eliminates this 
problem by giving the 
computer a constant 
update on the 
orientation of the 
headset. As with the 
display itself, there are 
a few different ways 
to achieve this 
particular goal. 

Electromagnetic 
coils are currently the 
best way to achieve a 
cheap and effective 




form of tracking, in which two sets of three-wire coils have a small 
electric charge applied to them in sequence, creating magnetic fields 
measured by another device. The chief advantage of EM tracking is 
that it is small, and for the most part inexpensive (nothing inVR is 
really cheap, yet). The biggest disadvantage is the tendency of the 
systems to pick up outside signals from televisions and monitors in 
the area. Ultrasonic trackers and mechanical tracking (the use of 
cords or wires that move with the head) are other alternatives, but 
are more suited to specialist needs than mass-market application. 
Once visually plugged into the virtual landscape, they need a 
way to interact with the world around them to continue the illusion 
of reality, a way of manipulating their environment. There are almost 
as many different tools for this as there are applications, but most of 
them fall into the categories of wands, 3D mice, isometric objects, 
gloves, or body suits. Like everything in virtual reality, each device 
has its own special advantages and disadvantages, each looking for 
the ultimate goal of providing an inexpensive way of immersing a 
user into the virtual world. 

Wands are much like the joysticks 
most videogamers are familiar with, 
except they come without a base. 
Available in almost every shape 
imaginable, they contain variations of the 
same tracking equipment found in HMDs, 
with a couple of buttons tacked on. Each 
^sw axis of motion (pitch, 

roll, and yaw) is 
measured, and sent 
back to the computer 
which translates the 
signals into motion, 
action, or whatever the 
programmer can dream 
up. Wands are 
relatively cheap, very 
effective, and perhaps 
^fc most importantly, they 





Stereoscopic effects like those in Ascent 
(above) and this demo from Gravity (below) 
cam be used to add depth to a virtual world 



are easy for a new user 
to understand and 
operate. Forte's VFX 
system and Virtuality's 
arcade systems both use wand-!ike objects for motion. 

Much like the standard mouse, a 3D mouse works by moving a 
small object within a small physical confine. The unit uses standard 
tracking methods to detect movement in three dimensions, but 
unlike a wand, users can reach the "edge" of the motion detection 
area, and as with a standard mouse, they must pick it up and re- 
center it before moving again. Three dimensional mice are useful for 
applications requiring accuracy, but are expensive and hard to use. 
Among others, Logitech currently has a 3D mouse available. 

Spaceballs are the most familiar of the isometric family of 
control units. These devices look like a round ball set into a base, 
and use optical or mechanical sensors to detect any force put on 
the ball. If a user pulls the ball straight up, twists it, or rolls it back 
and forth, an appropriate signal is sent back to the computer. Other 
isometric units often look like joysticks or plates, and are most 
useful for streamlined motion control. 

Gloves have been a part ofVR history since the early '80s. 
More than any other type of control, gloves enable users to interact 
with their computer world in a way perfectly mimicking reality. 
VPL's original DataGlove patented design is still the basis of most 




used form of glove technology, and operates by measuring the 
flow of light through a series of fiber optic cables. When an area 
bends, less light travels through the cable telling the computer 
movement has taken place. On the joints of the hand, the cable 
is often looped or scratched to emphasize motions made in 
these areas. A motion-tracking device is also included to 
determine where the hand rests in space. These units are 
available from several sources, but their prohibitive price 
(anywhere from $2,000) has stunted their potential. 

The Only major exception was Mattel's Power 
Glove for the NES, which sold for around $80 and was almost 
identical to the technology being used in VPL's $8,000 unit. 
Despite the fact that these units are no longer sold, they can still 
be found in the workshops ofVR enthusiasts who have found 
ways to make them work with PCs and Macs. 

Other companies have tried a different approach to glove 
construction by using mechanical exoskeletons. These units are 
skeletal constructions (a la Terminator) using sensors in each of 
their joints which tell the computer their exact position at any 
given moment. While they tend to be more accurate and 
reliable, the size and price of the units will probably keep them 
from achieving mass market success. One low-cost option is 
being researched by the University of Florida at Orlando: By 
placing bands of conductive metal on the ends of each finger and 
in the hand, this computer receives signals every time a circuit is 
completed. And although this method is very inexpensive, it does 
not yet offer the same degree of accuracy of other systems. 

"Tactile feedback" is another glove innovation that's been 
pursued for some time. InVR simulation, though users can 
access a glove to pick up objects, his or her sense of touch will 
not give them the signals that they would receive in the real 
world, a reminder that they're in a simulation. First pioneered by 
the Advanced Robotics Research Center in England, the first 
tactile feedback system to achieve a believable tactile response 
used small air bladders inside of a glove that could return 




Realism can be added to VR simulations through the use of intuitive 
controllers like Forte's Cyber Puck (above), or Thrustmaster's sit- 
down Flight Control Systems (inset) 




twfflVU 



pressure in 20 different areas. Because the bladders currently tend 
to cause glove calibration problems, this method is still being 
perfected. When working correctly, a user could reach out in a 
virtual world to touch an object and actually feel the physical 
response of the object on his or her skin. Other research in tactile 
feedback is being done with the use of small vibrating coils. Although 
these coils aren't as realistic in feel as the air bladders, these units 
are far cheaper to make, and do deliver some believable feedback. 

The same technologies used in gloves can be expanded to the 
whole body;VPL has manufactured a number of units that detect the 
motions of the entire body. Looking a lot like a superhero outfit, 
these DataSuits offered users the ultimate immersion. 

Regardless of how many 

different corporations have stepped into 
the virtual universe, their work means 
nothing until the average gamer can 
get their hands on the technology. 
Fortunately, there are many ways 
gamers can spend some time on 
serious VR systems without needing 
a rich relative. 

The easiest and least expensive 
way is to pay a visit to the nearest 
location-based entertainment site. 
Virtual World Entertainment sites are a strange trip into another 
world even as you walk into the door. These sites are set up like old 
Victorian style parlors, with the idea that the player is a member of 
an exclusive club dedicated to the exploration of alternate worlds. 
As members of the imaginary Virtual Geographic League, gamers are 
given a choice of alternate dimensions to explore, currently limited 
to BattleTech and Red Planet After paying their fee, initiates are run 
through a video-training session staring Judge Reinhold, and work 
with staff members to confirm they understand all of the controls. 
Once training is complete, gamers step into the cockpit and enter 
the virtual world of their choice. 

In BattleTech, players control a giant robot armed to the teeth 
in the attempt to lay into similarly equipped enemies. Red Planet sets 
explorers in vast mining canals on a futuristic Martian colony, 
wherein they race to win with others on hovercrafts. The total cost 
is $7 to $9 for a 30-minute session — only 1 minutes of which is 
actually spent in the simulator. US sites currently include Chicago, 
IL, Houston and Dallas.TX, Las Vegas, NV, and Mil pitas, Walnut 
Creek, San Diego, and Pasadena, CA. At less than $1 per minute, this 
is one of the bestVR deals you're likely to find. 

If you're more into the flight sim concept, then the Magic Edge 
Entertainment complexes may be more to your liking. For about 
$13 you can strap into a mock jet fighter and jump into a virtual 
dogfight. The trick here is that each of the cockpits moves uses 
hydraulics to emulate the G-forces a pilot would actually experience 
in flight. Each pilot is given a microphone permitting them to chat 
with the rest of their squad during the battle. The combination of 
silky-smooth, texture-mapped images and gut-wrenching motion is 
surprisingly realistic, making flight fun in and of itself. Each play 
session lasts about 15 minutes which comes pretty close to 
matching the $1 /minute charge that seems to be the standard. 
Currently, the only two centers are in Mountain View, CA, and Tokyo, 
japan, so the biggest problem is finding your way to the center. 

Disney is currently working on aVR system to be one section 
of a four-part Aladdin ride, based on the blockbuster film. The 
current setup included as part of a tour places the user into an 



HMD and provides a carpeted bar to hold onto. By twisting and 
turning the controller, players can fly through the streets of Agrabah 
for about two minutes. The HMD, attached to the ceiling to prevent 
the weight from resting on the head of the user, enables pilots to 
view the action from any angle, including straight down at the carpet 
itself — where they will see a small pair of Mickey Mouse hands 
gripping the virtual carpet. One of the most impressive facets of this 
ride is its amazing sound. As players whiz through the city, they will 
hear the crowd's yells and catcalls through the ear closest to the 
virtual actor at the appropriate volume. Presently, however, only 4% 
of people on tours are lucky enough to be chosen to take a ride... 

The Guggenheim Museum in New York featured an exhibit of 
virtual art that was created by Thomas Dolby and his Headspace 
Studio. In the interactive piece, users watch and listen to a virtual 
quartet playing various musical pieces. Using a hand-pointer shaped, 
the music can be changed by "tickling" different members of the 
orchestra. While not entertainment software in the classic sense, 
the experiment does show howVR can be used by an artist to 
deliver a unique experience. 

Arcades are getting in on the action too, with the addition of 
stand-up or sit-down units from Virtuality. Starting in March 1991 
with a sit-down immersive system called the Virtuality 1000 Sit- 
Down, the company then moved on to release a 1000 Stand-up unit 
in November of the same year. In March 1994, the updated 2000 
series became available, selling to arcades for about $35,000. There 
are currently five games available for the 2000 series including Dactyl 
Nightmare 2: Race for the Eggs, a strange game pitting players against 
each other in an arena filled with stairs, gunfire, and nasty flying 
lizard; Virtuality Boxing; Zone Hunter, Buggy Ball; and X-Treme Strike. 
Earlier this year.Virtuality teamed up with entertainment giant 
Blockbuster to provide systems for the new Block Party complexes 
opening up this year. 

AS Of January l995 l Virtualityclaimedtoholda90% 
market share in immersive virtual reality arcade systems, based on 
sales of more than 900 units of its Series 2000 machines in 33 
countries. The company recently solidified a deal with IBM to 
produce low-cost (less than $10,000) systems for developing VR 
applications. These systems consist of an IBM ValuePoint PC using a 
specialized operating system, Virtuality's own V-SPACE development 
software, an accelerator card, and the same Visette2 HMD used in 
the series 2000 arcade systems. In October 1 994, Virtuality also 




DataGloves (left) offer users a familiar way of Interacting with the 
computer by following natural hand movements (bottom right). The 
SpaceBall achieves the same result in a different manner (top right) 



ng special 




El 




Gamers immerse at Magic 
Edge (top), Virtual Worlds 

(middle), and Virtual ity arcades 



announced a 
licensing 
agreement with 
Atari for the production of a 
mass-market, console-based VR 
game (NG 8). Prices for arcade 
gameplay vary, but most locations 
are charging $4 to $5 dollars per 
play lasting anywhere from about 
three to seven minutes. Series 
2000 units can be found in large 
chains including Blockbuster's 
Golf and Gaes, United Artist 
Theaters, Nickels & Dimes, and 
Namco's Wonderland arcade. 

For a completely different 
take on virtual reality, The Vivid 
Group has the strangely named Mandala System, a unit using video 
cameras to put an image of the user into a live-motion world. Users 
stand in front of a monitor and can then interact with objects on the 
game screen by actually performing the real-life actions. There are 
installations placed at science centers, museums, and sport halls of 
fame all across the US and Canada, each with their own special 
program. Current options include a goaltending trainer at the NHL 
Hockey Hall of Fame in Ontario, a tour of the Starship Enterprise, 
and The Oregon Museum of Science and Industry, and recently, an 
electronic carnival also toured in the summer Lollapalooza '94 
concerts. While not as immersive as the cockpit or HMD 
simulations, the Mandala system does have the advantage of being 
one of the few types of VR entertainment not requiring the user to 
strap into any hardware. 

Although they're still fairly expensive. HMDs and other VR 
devices are beginning to reach an affordable level for the PC. Three 
manufacturers are in the running to produce an HMD that will take 
over the home market, each company defining its distinct philosophy 
on what the average user expects and needs from virtual reality. 
While it remains to be 
seen whether users are 
ready to part with 
between $500 and 
$ 1 ,000 for their own VR 
system, these companies 
(see page 40) have made 
the first step toward 
mass-market use. 

PC users can also 
get a taste of several 
virtual control devices. 
SpaceTec's Spaceball 
Avenger is an isometric 
device for the home that 





ant to play a virtual reality game at home? Go 
ahead. Already a fine selection of high-end PC 

; exist that boast VR compatibility. Expect 
more such games come the launch of the 
systems profiled on page 40, but for the 
moment, these are our top 10 escapes from reality. 

i Flight Unlimited — Looking Glass 

One of the more recent releases, Looking Glass' Flight 

Unlimited It the game 

you want to show off 

to your friends. Full 

tracking support 

enables pilots to look 
In any direction from the inside 
of their plane down onto a 
photo realistic landscape. Game 
options include simply flying 
around your new world, flying 
through aerial obstacle courses, 

or jumping into series of acrobatic lessons that are guaranteed ti 
you forget where you are. More than fust a showcase for HMDs, Flight 
Unlimited creates a believable flight atmosphere by managing real-world 
physics models and full atmospheric effects In five different 
environments. If you've got a headset, you've got to try this game. 

2 Delta V - Bethesda 

Delta Vputs players in the shoes of a high-tech netrunner looking to 
make big bucks in a dangerous profession. Basically a shooting game in a 
pipe, the game consists of the central character running at high speeds 
through bizarre obstacle courses looking for data and powerups, while 
trying to avoid the constant assault of Increasingly aggressive enemies. 
Due to the high speed nature 
of the game, ft will take you a 
little while to get used to 
moving your Meld of view to 
anywhere other than straight 
ahead, but the strange and 
beautiful landscapes of the 
cyberworld make It worth 
taking a little extra damage. A 
good, straightforward and 
simple action game. 

3 Ascent — Gravity 

Noticing how reticent new users were to take advantage of an HMD's 
tracking functions, the designers at Gravity created a title that would 
make head motion part of gameplay. In Ascent, you enter a strange 
craterous world filled with floating platforms. By looking at a platform 
and hitting the fire button you soar through the air In giant leaps, making 
your way through Increasingly complex pathways. Later levels Include 
disappearing platforms, enemies that must be avoided, and secret 
undiscovered passageways. In addition to tracking support, the game also 
takes advantage of 3D displays, all of which adds to Ascents unique feel. 

4 Descent — Interplay 

Ml of the big Doom-style games {Doom, Doom B, Heretic, Dark Force*) 
work well with a good HMD, but Interplay's Descent Is probably the best 
of the bunch because of Its Inherent 3D environments. Flying through the 
dark passageways of mining colonies, you'll run Into a horde of nasty 
robots and scores of cool weaponry. Graphics are sharp and colorful, 
sound Is loud and aggressive, and the action Is constant. The headset 
completes the effect of being there, and the game becomes dangerously 
absorbing. It you've got the headset, make sure you go the extra few 
bucks and get Gravis' four-button controller or Forte's Cyberpuck to 
streamline the interface. Disorientation has never been so much tun 

5 Wings of Glory — Origin 

Another flight simulator, but this time with plenty of bullets. Although it 
requires one monster of a system to run at a decent speed, Wings of 
Glory Is the perfect forum for headset action. As a young WW! pilot, 
you're send out on combat missions at the controls of several vintage 
aircraft. Motion tracking comes In very handy when trying to follow the 
(continued on page 44.) 




ng special 





(continued from page 43.) 

motions of an enemy 
Intent on making swiss 
cheese out of your already 
unsteady mode of 
transport. Not the visual 
feast that Flight Unlimited 
offers, but the action 
makes it worth a look. 



6 Zephyr — New World Computing 

In a high corporate future, various companies do battle for rich planets, 
not In the boardroom, but In vast arenas. As a free-lance pilot, you'll make 
deals with the big boys and step Into an all out 3D combat with the power 
of tomorrow's tank, the destructive Zephyr, at your command. Plenty of 
high-powered weaponry, scores of different game worlds to explore, and a 
game show feel that add up to solid gameplay. The addition of tracking 
not only Increases the feeling of Immersion, it also makes It much easier 
to keep track of who's attacking and when. Not the most cranial of titles, 
but a perfect game for a quick-action fix. 

7 Terra Nova — Looking Glass 

Although It wont ship until this winter holiday, this li the game for VR 

enthusiasts, and ft had to be Included on the list. Basically a futuristic 

squad simulation, Terra Neva 

gives players a team of men 

equipped with the best 

killing tools the future has 

to offer, on a photo-realistic 

game world with a mission 

of destruction. There are 

fantastic special effects, like 

mobile drones that can be 

sent to pinpoint enemy 

locations, booming 

explosions and other sound effects, and breathtaking graphics that will 

keep you so distracted for the first few games that you'll spend more time 

looking around than you do fighting. This is the future Of VR. 

8 Magic Carpet — Bullfrog 

A fantasy adventure with a flight simulator feel, Magic Carpet Is one of 
the best VR applications currently available for the PC. As a fledgling 
magician, players must collect magical power and new spells to expand 
their area of control while avoiding the mechanization of enemy 
sorcerers. With land-effect spells like Volcano and Earthquake, headset 
users can watch from every angle as the ground splits asunder revealing a 
new area for them to explore. Great graphics, great sound, great gameplay, 
all within a smooth virtual environment. 

9 Locus — Zombie 

Reminiscent In many ways of the cycle scenes In Tron, Locus Is a realtime 
muKlplayer team game that sets players against each other in futuristic 
arenas. Each arena Is in the shape of a 3D object (spheres, taurus, etc.), 

with the playing field laid out 
> ^ . on the Inside surface. This 

kTl\ creates an Infinite play area 

^iJES^ . t£r_ - *' W| * can na¥e vour opponent 

above you, beside you, or Just 
about anywhere. Players use 
grabbers on the front of their 
magnetic cycles to pick up a 
ball, and then attempt to 
throw the ball into an 
opponents goal. Three goals 
eliminates the opponent. Like Ascent, this Is a game designed specifically 
for use with an HMD, and It shows through immediately. 

io Daggerfall — Bethesda 

Roleptaying in a virtual world. With full, 3D landscapes, believable 
computer personalities with memories, personal ownership of houses, 
dungeons, and ships blending together, Daggerfall creates one of the most 
realistic gaming universes ever. With the game's HMD support, It's like 
walking Into a fantasy novel. If ever a game will make people forget that 
there's a real world around them, this Is the one to worry about. Beautiful 
graphics for magic and monsters complete the Illusion and leave you 
completely spellbound. This Is a dangerous treat for roleptaying fans. 





connects to a standard serial port and enables users to move on any 
axis with a simple push. The unit sells for about $150 and includes 
software support for several of today's more popular first-person 
shooters. Logitech's $99 Cyberman is another isometric unit 
resembling a standard rotational mouse set on top of a short rod. In 
addition to movement, a small battery powers a feedback device that 
can be set up to work as a damage or bonus indicator. Logitech also 
markets a true 3D mouse selling for less than $ 1 ,000 and which uses 
an active tracker to deliver movement on all axes. 

Nintendo's Virtual Boy is another attempt to market an HMD 
for the masses. Although its lack of tracking keeps the system from 
being a true VR device, there's no doubt that this unit will draw a 
great deal of media attention toVR technology. For more 
information see NG 8 or reviews on page 93. 

Speculation about the 

future ofVR has brought up very 
serious questions — and others 
that aren't so serious. But 
whenever a technology is 
misunderstood, as in virtual reality 
or the Internet, public views can 
become misconstrued, even when 
there aren't any real (or virtual) 
threats. Questions about the 
health risks of VR, the 
psychological effects of long-term isolation, and even possible sexual 
abuses of the technology were raised years before simulations had 
come close to the home. 

On the most basic level, the long-term effects of having two 
monitors strapped only inches from your eyes is in question. 
Multiple studies have been done on the effects of long-term 
exposure, and in most cases it seems the ability of one's eyes to 
withstand the screen actually outlasts other basic body functions. 
Many users have also reported vertigo and nausea as a side effect of 
HMD use. These affects are caused by discrepancies in what the eye 
is seeing and what movement the inner ear is reporting. 

Headsets weighing more than the head can comfortably support 
often intensify these effects, as do lag times between the motion of 
the head and the resultant display. Eye strain is also a negative side- 
effect. The average person is used to focusing about I I feet in front 
of them. If forced to look at objects too close or too far away for 
too long, the muscles in the eyes may become fatigued, and the user 
can suffer vision problems and headaches. Mark Long, cofounder of 
Zombie, clarified the issue in a recent interview with the Electronic 
Entertainment magazine: "You're doing something unnatural to your 
eyes when you put on a helmet. It tugs on your eyes. If the design is 
bad, it could have an effect on the vision of kids whose eyes are still 
developing." Many companies have tried tackling these problems in 
various ingenious ways, pushing ever closer to the goal of a safe 
and comfortable HMD. 

Several studies have been run in the attempt to determine the 
effects of long-term isolation on human psychology. The question 
here is, if a person spends all of their time in a fantasy world, will 
they be as able to relate with people in the real world when they 
emerge? Here, one must compare the current effects of television, 
video games and other forms of entertainment, and the interaction 
required in full VR experiences can eliminate a great deal of the 
"couch potato" syndrome associated with long-term television use. 
As with every new form of entertainment, questions of censorship 
immediately arise. Several talk shows have been centered on the 





The Vivid Group's Mandela 
System brings players into 
other worlds without helmets 




possibilities of virtual sex or pornography, and once again, this 
becomes a question of the individual, not the technology. People 
will purchase the type of entertainment that appeals to them. As 
long as there is a market for a product, businesses will find a way to 
deliver it. It's far too early to begin imposing restrictions on an 
industry still in its absolute infancy. 

Now that 

Vl\ is emerging 
as an entertainment 
technology, there's 
been enormous 
public interest in 
what the future will 
bring. Research 
continues at the same labs that have been seen as an integral part of 
the creation ofVR, while new businesses open every year hoping to 
ride the financial wave if and when the technology takes off. What 
elements will be necessary for the future ofVR? Some people seem 
to think that the HMD, today's symbol of virtual reality, may be 
obsolete before it's even properly built: HDTV (High Definition TV) 
will deliver huge pictures with resolution so perfect that you can 
see every eyelash on a person's face — huge wall-sized screens 
could display incredibly believable virtual worlds without the 
drawbacks of a headset. 

Another new 
possibility (being 
worked on byThe 
Human Interface Lab of 
Seattle, WA) is a system 
that fires low-powered 
lasers through the eye, 
actually "painting" an 
image onto the retina. 
Resolution-wise, this 
technique has the 
potential to deliver 
Arcade goers will soon get a taste of P ictures that stimulate 

some novel VH fantasy in Vlrtuallty's every rod and cone so 

newest title, Dactyl Nightmare 2 




as to create an image that is 
"perfect." Soon researchers hope 
to have a unit the size of a pair of 
sunglasses which will enable users 
to see normally, but can be used as 
an augmented reality device that 
will throw useful images, such as 
maps, written instructions, or the 
time, onto the wearer's eye. 

Other industries are already 
finding countless applications for 
VR, and there's no doubt that it has 
already become invaluable to 
certain industries. The massive 
airplane manufacturer McDonald 
Douglas has already begun to build 
prototypes for new aircraft in a 
virtual simulator, saving the 
company the cost and danger of building and testing several 
different test models. In these virtual constructions, engineers can 
look around all of the spaces, check for possible strain areas, and 
test the craft in a virtual wind tunnel. Architects are also using VR 
to build houses that they can walk around in and examine. If a wall 
is in the wrong place, they can use a DataGlove to reach out and 
move it to where they want. When everything is as it should be, 
the designer can print out a blueprint of what the finished building 
should look like. As time wears on.VR will make it possible for 
almost any dangerous or financially stressful project to be tested 
thoroughly in a computer simulation. 

The Massachusetts Institute ofTechnology continues to 
research the medical applications ofVR as do companies like 
Greenleaf Medical Systems. Tomorrow's doctors may pilot small 
remote controlled drones capable of repairing internal injuries 
without extensive surgery. Doctors may use headsets to examine 
areas of the body from the inside, and gloves to control the 
actions of tiny surgical units. DataGloves are already used to give 
people who can't speak a way to communicate, and DataSuits are 
being used to train athletes and are used in rehabilitation. 

The University of Utah is dedicated to finding better ways of 
delivering the sense of touch in a virtual environment. Current 
projects involve huge devices both expensive and unwieldy, but the 
future will bring sleek DataSuits enabling users to feel the pressure 
of touching a computer-generated wall or chair. Interaction with 
detailed objects will become easier as sensitivity of the devices 
increases. Virtual worlds will be detailed enough to enable users to 
pick a blade of grass, to open up the watch on their arm, to repair 
even tiny problems on a spacecraft far away. 

Perhaps the most exciting possibility, however, involves the 
future of interpersonal use. The University of Central Florida is 
currently involved with several projects that foreshadow a future in 
which you could interact with visual representations of others in a 
cyberspace. The university's efforts are centered on creating sites 
where children can go to interact with a virtual world, and each 
other, from any physical location in the world. 

But let's cut to the chase: The gaming possibilities are 
endless. Virtual Worlds already has units enabling players to do 
combat in the Bott/eTech universe with units in two different cities. 
Someday you will be able to slip on your HMD and DataSuit and 
play games with people all over the world as if they were standing 
in your living room with you. .— w-> 

The future is now accepting applications. ^zi 



Ji" you have °^e Of those 

Cute dORS , 
thai. ha3i!7K'5ts &£&& 



m** 



Son t bring it. 



M, 





Saddle up. "Cause at dawn you ride 
the death. pOIiy. And it's gonna be 
pure neck- snapping, retina -tearing 
speed! You see, SolaT Eclipse™ 
boasts third generation OJL/ technology 
for the highest frame rate ever. That means 

tent-pitching V©l0Clty" for our latest space 
combat n' carnage convention. But hey, it's more 
than some cosmic Sp©©CL tjfXp. Your mission's 

to battle a computer gone HAL -with all the 
high-tech weaponry your top gunWBX CIT68II1 
can handle. And where are you dancin' 
this metallic lambada? On the new 
Sej^a Satlirn™, of course. Oh yeah, you'll be 
smokin 1 mister. But don't bother cracking a 
window. It's 32-bits of SOlaX 

windburn out there. 




Pick from a shiny collection of do-it-yourself death tools. E-Z 
High Explosive Plasma Guns, convenient Thermal Tracking 
Missiles, handy Pulse Laser Cannons. (Tool belt not included.) 




Choose cockpit or chase plane view while screaming thru 3D 
texture-mapped worlds. Jagged asteroid fields, fiery planet 
surfaces, lava tilled caverns, and other sunny destinations. 




Working around the clock, scientists in our speed lab achieved 
hyper- realistic Full Motion Graphics. Our secret? Ass-kicking 
proprietary engine parallel processing with Ed's 72 Pinto. 




Meet Claudia Christian as the tough Major Kelt— She's nursing an intergalactic grudge against 
you the size of Uranus. 40 minutes of Full Motion Video let her hone her ball-busting ways. 



1 1-800-771-3772 (or game rating information. 

I Crystal Dynamic; and Solar Eclipse are trademarks of Crystal Dynamics. Sega and Sega 
m are trademarks of SEGA ENTERPRISES, LTD. ©1995 Crystal Dynamics. All rights reserved. 



cSL^f^TE^Ll^ 



Nine months after launch; Saturn! is still regarded by many/as a 
second-class system compared to Sony's PlayStation. Is this a 
machine that should have stayed inside Sega's R&D labs, or 
have developers simply got a lot to learn? NEXT Generation 
looks at Sega's efforts to realize Saturn's potential , V 



attack 



ng hardware 




ega now faces a very tough 
test. Although it claims 
that more than one million 
Saturns have sold through 
Japanese stores — and the 
US version of the machine 
already has a head start on its competitors — 
the future of the 32-bit system now rests on 
the uncomfortably familiar maxim, "software 
sells hardware." Put in simple terms, the next 
six months is going to be a crucial period for 
the Japanese company. 

Just as Virtus Fighter singlehandedly sold 
the Saturn when it was released in Japan last 
November (98% of all owners bought the 
game), it was Daytona USA that sowed the 
first seeds of doubt in the minds of gamers 
eyeing Sega's 32-bit machine. With its clumsy 
visuals falling well short of Namco's 
PlayStation conversion of Ridge Racer.the 
Saturn has recently been the subject of much 
skepticism in the game development 
community. After all, if Sega's own 
programmers can't get the machine to 
perform well, what chance has the average 
third party developer? 

AnxiOUS abOUt the general lack 
of confidence in its system, Sega set about 
rebuilding the Saturn's credibility. At the Sega 
DevCon in the US held earlier this year, the 
company showed off its Sega Graphics 
Library, developed by R&D division AM2 to 
make better use of the machine's 3D graphics 
(it was actually touted as a whole new 
operating system in Japan). The potential of 
the new graphics libraries was authenticated 
by a rolling Virtua Fighter 2 animation 
that has since been heavily publicized in 
Japan as a teaser for the Saturn game 
expected later in the year. 



AM2 head Yu Suzuki is responsible for the 
conversion of Sega's arcade games. Currently 
overseeing work on Saturn Virtua Fighter 2, 
he concedes that converting high-end coin-op 
games does present a considerable challenge: 
"The main problem is that we don't really 
think about the home version when we're 
developing arcade games. It's very important 
to make full use of the power of high-end 
arcade machines, so converting such games to 
less powerful hardware always requires 
intricate programming to obtain the best 
possible results. Despite this, we always aim 
for a perfect translation." 

Sega'S riCh heritage of superb 
arcade games is undoubtedly its strongest 
card. In Japan, a conversion of one of Sega's 
coin-ops is guaranteed to sell at least 
500,000 copies. However, as the company 
continues to strive for higher levels of graphic 
excellence with its Model 2 (and, soon, the 
PowerPC and Martin Marietta-powered 
Model 3) coin-op hardware, the Saturn is 
already finding it hard keeping up with the 
pace of technological advance. 

"We don't think that next generation 
software development has been perfected 
yet," reckons Sega's Yoshi Ishii, producer of 
several Saturn games, including the 
spectacular Panzer Dragoon. "There's 
enormous pressure on us at the moment to get 
great games out, but we're still on the upward 
slope of the learning curve." 

Unlike the PlayStation, the Saturn does 
not contain a dedicated geometry engine for 
calculating polygons — instead, the twin 
CPUs handle all the calculation, and the 
VDP1 chip, in conjunction with the frame 
buffer, draws 3D objects to the screen as 
distorted sprites. The decision to design the 




Sega's Yu Suzuki (top) is supervising the 
Saturn conversion of Virtua Fighter 2 (above). 
Even at this stage, it represents a vast 
improvement over both VFand Daytona USA 



Saturn in this way was an attempt to cater for 
all needs: the two SH-2s were included to give 
the machine some serious computational 
power, with the VDP1 processor providing 2D 
performance that would outclass anything its 
rivals could offer. According to Sega, it was a 
question of "balance." 

"The SH-2 was chosen for reasons of cost 
and efficiency," claims Kazuhiro Hamada, 
section chief of Saturn development at the 
time of the machine's conception. "The chip 
has got a calculation system similar to a DSP 
but we realized that a single CPU would not 
be enough to calculate a 30 world." 

As well as the VDP1 chip, the Saturn has 
a second video processor unimaginatively 



Initially produced to 

demonstrate AM2's new 
SGL (Sega Graphics 
Library), this early VF2 
demo runs at 60 fps at 
704x481 — the highest 
resolution possible on 
the Saturn 




ng hardware 




Virtua Fighter 2 on the Saturn is due In 
December. So far, Sega has finished the four 
most complex characters in the game: Rau, 
Pal, Lion, and Shun. With two characters 
onscreen, the game runs at around 30 fps 




called VDP2. This gives the 
-nachine simultaneous 
playfields which are drawn 
completely independently of 
the CPUs — it's possible to 
I have the CPUs calculating 
the maximum number of polygons, for 
example, while the VDP2 draws parallax 
backgrounds or even Mode-7-style distorted 
ones. This is a combination that the 
PlayStation wouid find tough to follow. 

The VDP2 chip is seen by many Saturn 
programmers as the key to really harnessing 
the power of the system. "It's not difficult to 
use VDP2," says Kazuhiro Hamada, although 



he admits that "it takes plenty of time to find 
an effective use for it. There are so many 
different ways in which it can be employed." 

Scrolling and sprite handling is the area in 
which Sega is confident its machine will 
outshine the PlayStation. "To be honest, 
VDP1 is not powerful enough to replicate the 
latest polygon arcade games," concedes 
Hamada, "but for sprite and scrolling 
games it's fine." 

Sega's ST-V (formerly Titan) arcade 
board, effectively a low-cost arcade PCB 
(printed circuit board) designed around the 
Saturn's internals, will make the most use of 
this 2D prowess. Although the arcade 
hardware is slightly different from the mass- 
production machine (and the development 
tools are different) this sharing of technology 
could prove to be a valuable hit factory for 
Sega. But it's not without its problems. 

"The conversion from ST-V to Saturn is 
not quite as easy as you'd think," confesses 
AM2's technical research manager, Tadahiro 
Kawamura. "The ST-V board and Saturn 
have, of course, some common points and 
parts, but conversion from the arcade board to 
the Saturn requires that some parts of the 
game have to be rep rog rammed." 



And, despite 



thes 



sof 



Namco's Tekken ( Tekken 2 is in US arcades) 

in both the arcades and on the PlayStation, 

this type of 

undertaking is 

notoriously risky due 

to the rate of technical 

change in the coin-op 

market. What would 

assure success is some 

quality games that can 

take advantage of the 

Saturn's sprite-based 

hardware. 

"The ST-V board is 
designed primarily for 
fighting games, driving 
games, and sports games," elaborates 
Kawamura. "We are doing some specific 
games for the arcade — after all, there are 
some games that don't work so well in the 
home — but usually when we release a game 
for the ST-V, we are thinking of it making the 
journey to the Saturn." 

Despite the Saturn's ability to produce 
sophisticated 2D, what most developers are 
striving to achieve is smooth, fast 3D, and so 




Yoshi Ishii is one of SOJ's most respected 
software producers. Titles to his credit 
Fantasy Zone, Hang On and Out Run 



far many have been unimpressed with the 
results they've managed to obtain. 

Keiji Okayasu, software development chief 
at Sega Of Japan, acknowledges that there is 



| "People complained about 
1 the glitchy polygons in $S$jua ; 
I Fighter. For the %eqnel we're 
1 using different | > | 
B techniques" ji ! 1 ! 



mounting dissatisfaction among certain 
developers — and, more importantly, among 
Saturn owners — about the quality of the 
machine's 3D features. "A lot of people 
complained about the glitchy polygons in 
Virtua Fighter during the replays, so for the 
sequel we're using different techniques," he 
explains. "Making the OS demo was a useful 
process, but converting Virtua Fighter 2 will 
be a very different task. For example, in the 




ng hardware 



Inside the Saturn 




Taking a screwdriver to the Saturn reveals a lot of silicon. Hidden beneath the CD interface lie the 
twin SH-2 CPUs, SCU, SDRAM and RAM (see inset, far right). The CD-ROM mechanism (below right) 
contains 4 Mbit of buffer RAM and even more chips... 



1 2x Hitachi SH-2s @ 28.6 MHz, 25 MIPS 

2 16 Mbit SDRAM for SH2s 

3 12 Mbit SDRAM for VRAM and frame buffer 

4 512K sound DRAM for 68EC00 

5 32K SRAM for battery back-up 

6 512K IPL (initial program loading) ROM — 
initiates the Saturn's boot-up sequence 

7 VDP1 32-bit video display processor, sprite 
processor and texture-mapping engine with 
dual 256K frame buffers 

8 VDP2 32-bit video display processor with 
five simultaneous scrolling backgrounds and 
two simultaneous rotation fields 

9 Processor controller & LSI for graphics 

10 Saturn Custom Sound Processor (SCSP). 
Contains Yamaha FH-1 DSP (11.3 MHz)and 
DRAM controller for sound processor 

11 Sound CPU: Motorola 68EC00 @ 22.6 MHz 



12 System control unit 914.3 MHz — 
connects the Saturn's three buses 

13 System manager and peripheral control — 
4 bit Hitachi chip including battery back-up 

14 Crystal oscillator 

15 Integrated circuit clock controller 

16 Digital to analogue converter 

17 RGB encoder (made by Sony) 

18 Cartridge slot 

19 Connecter for joypads 

20 Connecter for CD Interface 

21 SH-1 processor for CD drive 

22 MPEG Interface 

23 CD drive board interface 

24 100-pin CD drive board connecter 

25 Double-speed JVC CD-ROM drive with 
320K/sec data transfer rate 





ng hardware 




Sega's Tadahiro Kawamura, manager of AM2's 
technical research section, developed the new 
SGL development tools. Prior to that he 
programmed the Virtua Racing coin-op 



demo there's no player control, so it was 
possible to get it up and running at 60 fps. It 
will be much harder to do that now we have 
two characters on-screen." 

When Saturn projects like Virtua Fighter 
2 and Virtua Cop were 
being planned as early as 
last year, AM2 chief Yu 
Suzuki requested that a 
"smarter and more 
convenient" set of 
development tools be 
produced to assist in the 
conversion of arcade 
games to the Saturn and 
help with general 
software development. With 
Sega of America and 
numerous third party 
developers, Sega of Japan 
carried out research in order to find out 
which aspects of the present development 
tools should be improved. 

This was the impetus behind the 
development of the Sega Graphics Library — 
produced by Tadahiro Kawamura. Combining 
tools for modeling, animation, textures, and 
fractal graphics with extra programming 




Previously, the Saturn development system included a P-Box, or programmer box (left), instead of a 
production Saturn. In the new system the P-Box has been replaced by SOA's CartDev box, which sits below 
the Saturn, and a cartridge which interfaces with the PC or workstation. Sega's "official" development set- 
* - up (right) includes an SGI Indy, Softimage, CartDev, SNASM2, and A1H2's SGL 



information for the central processors 
(juggling a main CPU and a sub-CPU is one 
element Sega has been especially keen to 
address), it should provide a significantly 
enhanced development environment. 

The Saturn's complex design has done it 
very few favors. With seven independent 
processors, getting the whole architecture to 
operate efficiently is not easy. SN Systems' 
Andy Beveridge, designer of the PSY-Q 
development system for the Saturn (as well as 
its PlayStation equivalent), admits: "It's a 
real coder's machine. For those who love to 



§ to Saturn is not quite as 

I easy as you'd think. Some , 
| parts of the gm? mW i m>'» 
I be r 



get their teeth into assembly and really hack 
into the hardware, the Saturn will probably 
pack a few surprises. It's going to take some 
time before we'll see what it can really do." 
Los Angeles-based developer Scavenger 
(responsible for the superb Subterrania on the 
Sega and Saturn titles Vertigo and X-Meri) 
recognizes the Saturn's strengths, although it 



had to develop its own set of libraries to 
exploit the hardware efficiently. 

"The Saturn is very fast at drawing single 
pixels using its processor, while the 
PlayStation has to go through its polygon 
engine," explained the company's lead Saturn 
programmer. "That gives the Saturn 
programmer more flexibility. However, the 
Saturn does have the tendency to write 
polygons that are not seen. Overall, though, 
the Saturn has more calculating power 
than the PlayStation." 

The Saturn can boast superiority over the 
PlayStation in CPU throughput. Granted, 
Sony's machine is able to calculate more 
geometry and display more polygons, but in 
terms of computational power the r™^ 

Saturn definitely has the edge. ^i3 




Model 2-based games such as AM3's Sega 
Rally are programmed In assembly and use 
vastly more powerful hardware than Saturn 




ng hardware 



The official development system 




Cross Products' Managing Director Ian Oliver 
(right) and General Manage; Jim Woods. The 
company is now owned by Sega 



ml<-based Cross Products is the Sega- 
owned firm behind the Saturn's 
official development system. Formed 
by former game coders from Realtime Games 
(responsible for classics such as Starstrike 



and Oa.,,e. Cor:,r,and) l Cross Products 
iidi yrovvn into a 25-person strong company 
which specializes in cross-platform 
development systems. 

"I can remember hating the tools we used 
back then," recalls Managing Director Ian 
Oliver. "So we joined up with our neighbors, 
Vektor Grafix, and set about writing our own 
development software." 

After designing systems tor 

home computers and consoles including the 
Amiga, ST, SNES, and Genesis, Cross 
Products was bought by Sega Of America 
more than a year ago. Since then it has 
worked closely with Sega to design an efficient 
authoring system for the Saturn. 

Cross Products' Saturn system — which, 
like all its development software, comes under 
the SNASM2 label — uses a mass-production 
Saturn (previously it was a bulky programmer 
box supplied by Sega) with a switch that 
permits the user to toggle between the 
Saturn's internal drive or a CD emulator. 
Connected to the Saturn via 
the cartridge port is SOA's 
CartDev hardware which 
effectively turns the 
production Saturn into a 
development station. This, in 




Cross Products' development system works 
with SOA's CartDev box (left) and also the 
company's new Mirage CD emulator (right) 



turn, connects to a PC or SGI Indy via SCSI. 

While Sega supplies licensees with full 
documentation on Saturn hardware, graphics 
and sound libraries, Cross Products supplies 
the CartDev, CD emulator, and a modified 
Saturn, plus the full suite of development 
software (including assemblers, linkers, rpo 
debuggers, C compilers, etc). vi5 



The alternative: 


Psy-a 


^— J Bristol-based company 


program and its proprietary 


SN Systems has not 


assembler and linker. One of the 


HaJei only produced the 


most important benefits of the 


official PlayStation authoring 


system is that it works in a 


tools but is also A 


|^^ similar wav to the 


responsible for a Saturn ^k 


T^C* \ company's Psy-(J 


development system / ™ 


P^b \ Maybtation kit, so now 


which does away with I * 


Ev 1 cie.eiopers aon't nave to 

S^Wf*t i rc-!:arn an entirely new 
4VA "i/ s>aLcm if they port their 


Sega's CartDev box snd \Y 


uses a simple cartrlJyc \ 


which plugs into a 


^-— project over to the Saturn. 


Personal Computer. 


Psy-Q is priced at a similar level to 


The Psy-Q system uses SN 


SNASM2, with the basic system 


System's own C compiler shell 


costing around $4,530. 



SNASM2 authoring for Saturn 




The process for 
creating executable 
Saturn code using 
SNASM2 is 
straightforward for 
developers. The 
diagram (right) shows 
the different stages 
involved 




1^ 



KILLER INSTINCT DELI 

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DYNAMICS 



Destruction Derby PS-X WarHawk PS-X Urban Decay PC Solar Eclipse Saturn Thunderhawk II PS-X 
Twisted Metal PC, PS-X The Darkening PC Rebel Assault II PC Yoshi's Island Super NES Virtua Cop Saturn 







"Sui generis" exclusive sneak previews 



• more we've checked out 
development all over the world 
for the best and most innovative 
I titles and the teams that are 
putting them together. For an up-to- 
date examination of the titles that are 
available today, be sure to check out 
our review section, finals, on page 



58 Destruction Derby 



Real world physics, fast cars, and lots 
of property damage. Nice 



65 WarHawk 



A 3D-environment shooter that should 
appeal to arcade and sim fans alike 



66 Urba 




Sega brings its first light-gun title 
home. Now all it needs is a light gun 



ng alphas 



Destruction 



It's the most impressive PlayStation game yet: State- 
of-the-art 32-bit racing combined with hit-and-run, 
multicar collision payability 

Format: PlayStation n 



Derby 



Publisher: Sony 

Psygnosis 

Developer: Reflections 

Release Date: November 



Origin: UK 




nakes 



Smoking engines is a 
sign that a car is In deep 

trouble (sorry, there is no 
pit stop). Time to head In 
for an easy kill and more 
race points 



Qestruction Derby rr 
no secret of its 
gameplay hook: 
complete and total 
devastation. "You know 
what it's like if you're 
playing Ridge Racer or Daytona," says 
producer Tony Parks. "If it gets to the 
stage in a race when you know that 
there's no way you can win, you start 
fooling around by crashing into the 
barriers or trying to knock your 
opponents of the track." He's right, of 
course, and it's the concentration of this 
singular gameplay element in Destruction 
Derby that elevates it above the common 
herd of generic racing games and into a 
class of fun all by itself. 

There are three game modes. First, 
Stock Car Racing is a simple race option 
— score points for finishing as close to 
first place as possible. At this stage in 





Each point of contact is individually monitored on the status ii 
(bottom right). The green lights indicate that so far, your car it 



development, there are 12 individual 
tracks to race (with no mirror-image 
design shortcuts). Second, Smash-Up 
Racing is essentially the same game, but 
with extra championship points awarded 
for totaling other cars and spinning 
opponents through 180° or 360" turns 
(nudging the rear of an opponent's car 
during a turn should do the 
trick). Last — and this is 
where the game truly 
comes into its own — is the 
Destruction Derby option. 
!^^^^ Up to 20 cars face off in 
**V4(H one oval arena, and the last 
car still rolling is the 
winner. More realistically, it 
becomes more of a race 
against the clock to see 
how long you can survive. 
U pon adding to the mix of 
a two-player option 
utilizing the PlayStation's 
linkup cable, two players 
can play a game of last- 




Every car in Destruction 
Derby is built on the 
same wire-frame modol, 
with individual texture 
maps added te give a 
sense of individuality 



ng alphas 




Meet "Psycho," the most 
dangerous driver on the 
circuit. It's best to just 
stay well away from him 



man-standing "tag" 
(in which all the 
opponent cars gun for 
player one's car until 
he/she tags player 
two's car) or 
cooperate to 
sandwich, bump, and 
decoy all the enemy 
cars out of the race. A 
terrific game option, 
and one guaranteed 
to extend the game's 
life expectancy. 

Destruction Derby su* 

brainchild of Martin Edmondson, the 
head of U K-based development team 
Reflections. Having worked closely with 
Sony-Psygnosis (the game's publishers) 
since initial conception, the early access 
to PlayStation development systems 
granted to the Reflections team looks set 
to result in the most technically 
impressive PlayStation game yet. Upon 
playing Destruction Derby, the two most 
immediately impressive technological 
innovations are the incorporation of real 
world physics into the cars' movements, 
and the fact that up to 20 cars can 
appear on screen at any one time — a 
feat so far achieved (on a home console) 
by only Yu Suzuki's AM2/Saturn 
conversion of Daytona USA. And all this 
achieved with no sacrifice in graphic 
shine or controllability. 




Utt 'jyM ,j-y 



The inclusion of real-world physics 
isn't merely a technical flourish, however, 
but a crucial element of the gameplay. 
Reflection's Edmondson explains: "If 
Destruction Derby wasn't programmed 
in the way that it is, it would be useless 
as a game. Without the real physics 
governing the way the cars behave, it 
would be like playing pool when the 
collisions are all off — completely 
unplayable. The whole point of the game 
is that you're not just recklessly driving 
into people (although you can do that), 
but you're working out ways of squeezing 
people off the course, weaving through 
crazy situations, and trying to set up 
multivehicle collisions which cause the 
minimum amount of damage to your car 
but the maximum amount to your 
opponents." And this can only be 
facilitated by making sure the cars 
behave with predictable, accurate 
cause-and-effect. 

So just how complex is the 
behavioral model of the cars? "It's not 
as complex as the model used in, say, 
NASCAR Racing/' explains Edmondson. 
"We don't include things like 'drafting' 
effects behind cars, we didn't take into 
account air flow, or anything like that. 
Sure, you can do that sort of thing on 
fast PCs, but you're sacrificing the speed 
of the game and — to be honest — most 
people really don't care whether the 
car's engine temperature rises or not." 
Producer Tony Parks expounds: "All 
the dynamics are as 
close to real as we can 
get without making the 
game unplayable. In the 
first few demonstration 
versions of the game, 
Reflections had 
incorporated completely 
real physics and the 
game was unplayable. 
The trouble was — and 
still is - that with a 



"You're not 
just driving 
into people 
recklessly 
(although 
you can do 
that), but 
you're 
working out 
ways of 
squeezing 
people off 
the course, 
weaving 
through 
crazy 
situations 
and trying to 
set up 
multivehicle 
collisions" 




In a graphic flourish borrowed from Battle Arena Toshindon, a giant Sony 
JumboTron broadcasts race footage In realtime to the crowds. The 1-up 
(above) and position (right) indicators help you keep track of opponents 



ng alphas 



joypad, you don't have a proportional 
accelerator, It's either full on or off. In a 
real car, if you floor the accelerator 
while taking a turn, then you're going to 
spin out, and with real physics 
incorporated, this is what was happening 
at every bend in the game." 

"It's a compromise between realism 
and payability," concludes Edmondson. 
"And, in the end, we dealt with just two 
parameters; the frictional force between 
the cars' wheels and the road, and the 
cars' center of gravity as you accelerate 
or brake."The three cars available for 
sections in the game (Rookie, Amateur, 
and Professional) reflect three different 
blends of the realism/pick-up-and-go 
payability mix. The rookie car is very 
difficult to spin out and is basically 
glued to the track, whereas the 
professional car — in which the center 
of gravity of the car is way up front — 
slides easily. You can spin it around, 
powerslide around corners, slide into 
180s, 360s, or whatever you want to do. 





"After a while, players find themselves 
only taking out the professional car," 
Tony observes. "This does take a bit 
longer to master, but is far more 
rewarding and maneuverable." 

Having experienced the 

teeth-clenching realism of the collisions, 
spins, and handling of the cars in 
Destruction Derby, it is hard to return to 
the simplicity of Daytona USA — and 
the uncontrollable fishtailing of Ridge 
Racer seems unforgivably sloppy in 
comparison. Destruction Derby doesn't 
merely cough up set-piece collision 
sequences, but generates them entirely 
on the fly. "You might see something 
amusing, say a 10-car collision, and then 
you'll never see it again, which is part of 
the reason for the replay feature. With 
replay you set cameras up to record and 
then playback the action from any point 
on the course," Edmondson notes. 



Each panel of each car's 
bodywork Is constantly 
redrawn to display damage 
(top). The crossroads: not 
a safe place to be (right) 



.-'■X-:' '■>■- 

IT 






h 



/20 k 

2 43 



In Smash-Up Racing 
mode, points are scored 
not just for finishing high 
in the places, but for 
spinning, bashing, and 
destroying opponents 




While all the action 
remains on a horizontal 
level and cars can't 
actually flip over, 
bodywork does fly thick 
and fast (bottom) 



ng alphas 





Of course, the most 
stylish way to arrive at a 
race meet Is in your own 
custom truck. It's a 
shame, though, that you 
can't enter it in the race 



Even the damage resulting from 
collisions — indicated by status lights on 
an onscreen plan of your car's chassis 
— is meticulously calculated as a 
function of collision angle, speed, and 
the other objects/cars involved. The 
bodywork of each of the 20 cars is 
constantly redrawn to represent the 
damage it has sustained, and the 
computer keeps tabs on when the 
damage is to such an extent that the car 
must retire. Incur too much damage to 
the front of your car, for instance, and 
it's advisable to shift into reverse and 
complete the race backward — or at the 
very least, try and reduce your ramming 
activities to a bare minimum. 

Of course, sacrifices have been made 
to achieve such a degree of play 
mechanics and graphic sophistication. 
The only two significant limitations to 
the realism of the game are, essentially, 
minor omissions. First, although the 
graphics are obviously 3D, the action 
actually takes place in a 2D world: there 
are no hills or valleys on the course, and 
all collisions result in ground-level 



ricochets and damage — you won't see 
cars flying up into the air. This is a bi- 
product of Destruction Derby having to 
calculate collision effects on the fly, and 
not simply accessing prerendered crash 
sequences. Second, all the cars are 
exactly the same shape — only the 
pasting of individual texture-maps 
distinguishes each vehicle. 

But these are al I considerations for 
the sequel to Destruction Derby, and 
don't compromise the strength of the 
game as it presently stands. 

SO hOW haS Reflections been 
able to squeeze so much power out of 
the PlayStation? "Obviously, we're 
writing in C," Edmondson explains. "But 
you have to be careful — if you write 
sloppy C, then it will compile into slow 
code. You have to minimize what you do. 



"Using real- 
world 

physics, the 
professional 
car's center 
of gravity is 
way up front. 
You can spin 
it around, 
powerslide 
around 
corners, 
slide it into 
180° or 360° 
turns, or 
whatever 
you want 
to do" 



How the driving 
mechanics and handling 
of the cars will behave is 
now Just a matter of final 
tweaking — the physics 
are all in place 




ng alphas 




The graphic detail of 
Destruction Derby is 
awesome. Background 
detail remains high 
throughout, with little 
draw-in problems 




The start of the race is 
surely the best time to 
try and establish your 
presence among the 
leaders (top). Sparks fly 
up in the air (above) 



Also, to keep the speed of the game up we 
spent a little time on the optimization of 
objects, object detail reduction, polygon 
reduction — and although you don't 
really see the effect when you play — 
objects in the distance becomes simpler 
and simpler and simpler." 

Have many of PlayStation's hardware 
effects been utilized? 

"Yes, but again you have to be careful 
using the hardware features of the 
PlayStation. For example, on the night 
level we have 'glowing lights' down the 
side of one track. Although the glow 
effect is actually a PS-X hardware effect, 
it's actually quite slow, so you'll notice 
that there are more lights at places of 
little background detail, and fewer by the 
grandstands or heavy scenery." In this 
manner, Reflections has been able to keep 
the speed of Destruction Derby almost at 
a constant 30 frames per second, 
dipping as low as 15 frames per second 
only at times of extreme amounts of 
objects on screen. 

NEXT Generation s 

extremely impressed with what it has 
seen of Destruction Derby so far. All of 
the ingredients are in place for a classic 
game — and quite possibly the best 
PlayStation title yet. The game is two- 
player compatible, it offers a unique 
gameplay hook, the implementation of 
this angle has been solidly accomplished 
— at least so far — and the game has 
the graphic sophistication to make it 



The status indicator 
gives an accurate 
representation of the 
damage actually visible 
on your car (top). In 16th 
place, in trouble (above) 



really shine. Of course, so much of any 
game's success or failure depends on the 
crucial last few months and weeks of 
painful play-testing and gameplay 
tweaking. Expect the final review **-+*% 
within the next couple of months. LL «j 



"The PlayStation knows the exact 
damage to each car, and when it's 
too much to continue. After too many 
head-on collisions, for example, it's a 
good idea to shift into reverse and 
try to complete the race backward" 

Martin Edmondson, Reflections 






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ng alphas 



WarHawk: 

The Red Mercury Missions 



Format: 


PlayStation 


Sony Imagesoft's previous efforts have 
been somewhat less than well received. 


Publisher: 


Sony Imagesoft 


Will WarHawk be a turning point? 


Developer: 


SingleTrac Entertainment 
Technologies 



Release Date: November 



Origin: US 








What these shots can't 
show is the game's 
control — the gameplay 
just feels right 




s this Sony's Panzer 
Dragoon slayer? 
WarHawk is another 
example of the 
PlayStation doing 
1 what it does best: 
delivering texture-mapped 3D worlds. 
This true 3D point-of-view shooter pits 
you, the pilot of the experimental fighter 
WarHawk, against the forces of the 
mysterious Kreel, your typical madman 
bent on world conquest. 

You'll face both air-to-air and air- 
to-ground combat across five 
impressively rendered levels all 
completely free of tracks. One cool 
thing is that some of the larger enemies 
you face aren't just giant texture- 
mapped boxes — you actually fly inside 
them, Descent style. The fully explorable 
worlds give the game a simulator look, 
as does the cockpit mode (there's also a 
third- person, behind-the-ship 
perspective), but the feel of the game is 
totally action orientated. Game contro! 
looks good, with a easy flight-sim style 
movement (barrel rolls, anyone?), and a 
missile auto-lock that frees you from 
having to dive bomb every target. 
Static screen shots can't really capture 
the impressive sensation of the motion 
the game delivers. A two-player 
cooperative mode in which the second 
player takes up copilot and gunner 
duties (a la Star Wars Arcade) is 
under consideration. 

Two of the more visually intense 
aspects of the game are the radical 
"swarm" missiles and the interior 
sequences of the Gauntlet level, with 
pyramids and beams shooting out of 
both the floors and walls. The canyon 




Though these shots look 
like cut scenes, they're 
screen shots from the 
game. Notice the radar 
the upper right 



sequences, with excellent 
reflections off the water, are 
also visually stunning. And 
the ominous soundtrack fits 
the elegant scenery and 
compelling gameplay quite 
well, lending a kind of 
"twilight struggle" feel 
to the game. 

With 15 minutes of FMV 
cut-scenes and fewer polygon 
glitches than were found in 
some of the earlier 
PlayStation titles, WarHawk 
definitely looks to keep the 
quality of PlayStation games 
high, and perhaps create some shine on 
Imagesoft's current badly p-t. 

tarnished reputation as well. "-\J 




ng alphas 



Urban Decay 



Realistic visuals, atmospheric 
environments, graphic violence... Urban 
Decay is just like last year's stunning 
Ecstatica, only more so 



- 


_ ) 

down ml 

esn't sh 








Sunning 
Decay it 


creants in dark alleys is a satisfying experience. Urban 
away from realistic depictions of death 








Format: 


PC CD-ROM 




Publisher: 


Psygnosis 




Developer: 


A Spencer 
Studios 




Release date: 


Summer 1996 



Origin: UK 




ollowing the success of 
Ecstatica, Andrew 
Spencer, director at A 
Spenser Studios, is 
hard at work on its 
1 spiritual sequel, Urban 
Decay. The game uses the revolutionary 




ellipsoid engine that drove Ecstatica but 
transfers the action to a violent US 
ghetto at night. 

" Ecstatica was just a testing ground 
for the system — we always had plans to 
take it further/' reveals Spencer. He has 
now estabiished a dedicated game 
development studio and taken on several 
extra staff — five animators and a 
background artist are on the project. 

The benefits are already apparent. 
When Urban Decay is complete, it will 
include over 2,000 individual camera 
angles compared to Ecstatica's 230. It 
also features SVGA graphics and an 
increased number of ellipsoids, which 
enables greater detail and realism — 
characters now smile and grimace, and 
their hands open and close when they 
grasp an object. 

When Psygnosis presented Urban 
Decay at E\ the game's plot was still 
under discussion. "It's gone out of the 
window since then," admits Spencer. 
"Although there will be speech, dialogue, 
and plot, the emphasis will fall on the 
gameplay and action." Ecstatica's 



This sorrowful thug is 
dispatched by kicking 
him off the gantry (top). 
Another attacker downed 
(above), this time with 
your trusty switchblade 





The clever movie-like use 
of camera angles in 
Urban Decay could well 
make Alone In The Dark 
look relatively plain 



There's no doubt that violence will constitute a major part of Urban Decay. The game will 
almost certainly receive an -R" rating when it is released next si 



ng alphas 




You scale an old water tower (top left), only to find a chopper-borne SWAT 
team waiting (top right). Jump off and then hang on for dear life 



Ecstatica 

For those not familiar 
with Andrew Spencer's 
previous game, EcstatiC3 
is an unusual combination 
of interactivity and 
cinematic scenes. The 
player has freedom of 
action for the vast 
majority of the time, but 
certain events trigger set 
scenes. But unlike in 
most games, these 
sequences are not 
prerendered; instead, the 
geometry of the 
character's actions (for 
example, climbing a wall) 
is called up and then 
rendered in realtime. The 
secret of the game's 
success is that these 
intermissions are short, 
with the player losing 
control for no more than 
a few seconds. 



mixture of action and cinematic style 
distinguished it from ordinary 
adventures, but the game was criticized 
for being over too quickly. Spencer 
intends Urban Decayto avoid falling 
into this trap. 

Although Alain Maindron (the sole 
artist on Ecstatica) has now parted 
company with the project, his gory 
legacy continues. "There is biood in 
Urban Decay," acknowledges Spencer, 
"but it will be more underplayed. I'm 
not saying it won't be a violent game, 
because it will. Most people will play it 
as a violent game and enjoy that aspect 
of it. The appeal of Reservoir Dogs is 
interesting and in some ways 
comparable. In Urban Decay you're 
pressing the button to blow someone's 
head off. And everyone seems to like 
that, not just sick people. People just 
have pent-up aggression." 

U Itimately, though, violence begets 
violence and the player's actions 
inevitably return to haunt him. "If the 
player acts like a complete psychopath, 
he'll be treated like one," says Spencer. 



The number of ellipsoids used In Urban 
Decay is double Ecstatica' s count. The 
result in much greater realism 



In Urban Decay's dark alleys, retribution 
comes in the form of rival gangs, SWAT 
teams, and traps. However, that doesn't 
mean the game will turn into some kind 
of anti-violence morality tale. 

Andrew Spencer is anxious to pursue 
his own path toward that elusive goal — 
the interactive movie. However, rather 
than merely present a series of 
pregenerated sequences, he's determined 
to take the best aspects of the film world 
and add the elements of control offered 
by videogames. From what NEXT 
Generation has seen, he's heading ^-^n 
in an interesting direction. ^=J 



ng alphas 



Solar Eclipse 




As usual, Crystal 
Dynamics is spending a 
great deal of time on the 
prerendered intro 




Format: Saturn 



Publisher: Crystal 

Dynamics 

Developer: Crystal 

Dynamics 

Release Date: TBA 

Origin: US 

educed by the power 
and sales potential of 
the Japanese consoles, 
Crystal Dynamics has 
ventured outside its 
fairfy monogamous 
relationship with the 3D0.TTie first 
evidence of its shifting allegiances is 
Solar Eclipse, which will be released on 
both the Saturn and PlayStation. 

In terms of structure and gameplay, 
Solar Eclipse is best described as an 
enhanced version of the 3D0 blaster 
Total Eclipse. Plot-wise, though, it's 
more like a prequel, with the player 
having to destroy a renegade computer 
called The Grid. The action features 
Crystal's now familiar, highly colored, 
smoothly scrolling, multilevel terrain, 
seen in Total Eclipse and Off-World 
Jnterceptor.The Saturn's extra power 
should enable additional effects to be 
added and the frame rate to be upped. 
Sandwiching the action sequences 
are Shock Wave-style cinematics, used 
to develop the plot. The game is hardly 
original, but Crystal Dynamics' slick 
presentation should ensure that the 40 
minutes of prerendered footage is highly 
polished (if uninteractive). 

With Saturn now on the streets in the 
US, both Sega and Crystal Dynamics 
need an early, visually attractive title to 
persuade customers to part with their 
cash. Both are hoping that Solar ___ 
Eclipse is the game for the job. \\ li 



After investing mainly in 3D0 
development/ Crystal Dynamics is now 
broadening its horizons 




Action-packed scenes like this (above) 
reveal Crystal Dynamics' attempts to 
achieve the same level of excitement 
that characterized Total Eclipse and 
Off-World Interceptor on the 3DO 



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ng alphas 



Thunderhawk 



Three-dimensional, first-person shooters are 
becoming increasingly common. Does Thunderhawk 
II have what it takes to stand out from the pack? 



II 



Format: 


Saturn, PC 
PlayStation 


Publisher: 


US Gold 


Developer: 


Core 


Release Date: 


November 




Origin: UK 

hunderhawk, released 
in the US as AH3- 
Thunderstrike, is 
regarded by some to be 
the best Sega CD title 
1 of all time. Now Core 
is looking to repeat that success on at 
least three platforms (Saturn, 
PlayStation, PC) with Thunderhawk II. 
The game, a first-person perspective 
helicopter shooter, has been upgraded in 
several significant ways. 

The biggest changes are the 
ones you'd expect from a game on a 
next generation system. Everything is a 
256-color texture-mapped polygon — 
from the fractal generated 3D 
landscape to the plethora of enemies. 
And the polygon mesh nature of the 
terrain permits you to fly inside rural 
structures without pauses in gameplay. 






The view Isn't much different from the many other first-person shooters 
coming out presently, Core is betting on the gameplay 



The radar screen, mapview, and damage screen keep things manageable. 
Though this shot doesn't do the graphics justice, they're much Improved 



The best part of the original was the 
compelling gameplay, and Core has 
expanded that for the new version. There 
are six separate missions In the game, 
each of which is broken down into four 
operations, for a total of 24 combat 
sorties. You've got a choice of six pilots, 
each with different stats (reaction, 
intelligence, health), or you can make a 
custom pilot. Also under consideration 
is a two-player "gunner" mode, where 
the second player controls the guns and 
the first the helicopter. The helicopter 
options have also been increased; you 
have a choice of three. There's the 
Scout, which is fast but with weak 
armor; the Supply, heavily armored but 
slow (good for carrying troops); and 
finally there's the G unship, which has 
medium speed and armor. 

With a wide variety of mission 
locations, from towns to canyons and 
even through underground tunnels, this 
looks to deliver all the excitement of the 
original. If Core can make Thunderhawk 
II as far above other Saturn fare as the 
original was above it's Sega CD 
brethren, the company could have p-w^ 
a major hit on its hands. ^JJ 



Even in these early 
screen shots, explosions 
look really cool 



ng alphas 



Twisted 



New developer Singletrac's debut is a 
PlayStation combat-driving game with a 
powerful engine under its hood 




Format: 


PlayStation 
PC CD-ROM 


Publisher: 


Sony Imagesoft 


Developer: 


Singletrac 


Release Date 


Late 1995 



Origin: US 



■■■^■■j ith 
ft V V J graphic environment 
■ fill similar to Gametek's 
ft A ■ Doom- inspired PC 
^^^^^^H driving game 
^^^^^^^ Quarantine, Twisted 
Metal doesn't scream innovation. But as 
one of the first titles from Singletrac, a 
firm founded by former employees of 
graphics pioneer Evans & Sutherland, 
the title merits some attention. 

Set in a smog-filled, crime-ridden 
Southern California of the future, 
Twisted Metal has five different 3D 
worlds and 12 enemy vehicles to take on 
— described by the developers as "high- 
tech, state-of-the-art, sinister and 
deadly" but looking remarkably like a 
checkered cab, an old ice-cream van, a 
truck rig, a police car, and a few other 
aging American icons. 

There are three exterior views in 
addition to the basic driver's-eye 




Metal 



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Twisted Metal welcomes careful drivers, but It looks like It's more fun to 
aim your vehicle straight at the opposition with all guns blazing 



perspective: behind the car, rear 
three-quarters, and overhead. There's 
also a head-to-head linkup option and a 
full range of Doom-esque weapons, 
including missile launchers, flame 
throwers, and machine guns. Unlike 
Quarantine, which had an exploration 
and adventure sfant, this is a belligerent 
and straightforward arcade battle to the 
death: You progress from area to area in 
order to destroy enemy vehicles. 

Twisted Metal looks much more like 
a PC title than a PlayStation one — it's 
far less tightly structured than pure 
driving games like Ridge Racer. 
However, the multiplayer option should 
make it one of the better US fT^O 

releases this year. ^z$ 



There's a 

full range of 

Doom-esque 

weapons, 

including 

missile 

launchers, 

flame 

throwers, and 

machine guns 



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SEGA 
SATURN « a ys' 



^ g— Mlaim 



MIDWAY 



MS/TOEP^^ 



The latest addition to the world 
renowned Psy-O family of advan 
software development systems. 




The system consists of a custom made cartridge plug-in 

Ige port of any unmodified retail Sega 
n Development target and connects 
tdustry standard PC compatibles via our tailor made 
SCSI adaptor card capable of handling data transfer rates 
In excess of I Megabyte per sec. 

The Standard system software includes comprehensive 
emulators for the 'Saturn' DSP and SHZ chips. Ideal for 
benchmarking tricky code to make sure of getting the best 
possible performance from your code. 

The system now has the option of powerful 'stand-alone' 
CO emulation hardware to allow you to prototype your 
CD master at hard-disk speeds without recourse to expensive 
and time consuming CD-R media. 

The Psy-Q CD emulator provides full CD-ROM, CD-XA, 
and CD-DA facilities and comes complete with our 
standard suite of ISO9660 maintenance tools. 

The emulator hardware is supplied ready installed inside a 

Sega Saturn console complete with modifications for full NMI 

support. Included with all systems are some of the most 

advanced development tools currently available for 

the console. 

Including - 

TWo RISC SHZ Assemblers 

• compatible with standard C compilers including the 
popular Freeware Gnu C {supplied) 

• a superfast 68000 assembler 

A state of the art Plat Model Debugger 
featuring - 

• true 'Source Level' simultaneous Debugging for both SH2 
CPUs AND 68000 

• multiple user defined windows which can be tied to any of 
the three processors, and mixed together on any of up to 

10 virtual screens 

• extensive C facilities allow local variable scope 
tracking and our full C data browser allows you to open 
up and modify local and global complex data structures, 
unions, bitfields etc. 

High Speed Linker and Librarian with extensive link- 
time options and flexible project management tools and If 

wasn't enough compatibility with our existing Psy-Q 
systems including our own Psy-Q PlayStation the official 
development system for the Sony PlayStation. 

For further Information please contact:- 

John Rostron 

Psygnosls Limited, 

Wavertree Technology Park, 

Liverpool LI 3 1EH England 

e-mail: john.rostron@psygnosls,co.uk 
Tel: +44(0)15) 282 3000 
Fax: +44 (0)151 282 3300 




ng alphas 



The Darkening 




The colorful and the bizarre all meet In the Sinner's Inn, a futuristic bar 
where you, "space dude" Cllve Owen (upper right), search for your identity. 
The Darkening* universe is wholly different from Wing Commander's 




The Darkening features 
the excellent flight sim 
qualities of the Wing 
Commander series 




s Hollywood firms sign 
off precarious seven- 
digit budgets in search 
of the perfect 
"interactive" formula, 
Origin Systems has 
already blazed its own path with the 
successful Wing Commander series. 

Starring Christopher Walken (The 
Deer Hunter, Pulp Fiction) and John 
Hurt (1984, Alien), The Darkening 
builds on Wing's formula, employing the 
first-person perspective (using English 
actor Clive Owen from the Chancer 
series) to lead you through a part flight- 
sim, part graphic-adventure, 
philosophical search for your identity as 
alien forces plan your death. 

Erin Roberts, the game's 25-year-old 
executive producer, 
(yes, he's Chris 
Roberts' brother) has 
envisioned a darkly 
complex, organic, 
eight-planet system. 
Multi-option gameplay 
enables you to take 
flight as a trader of 
various goods, to 
merely flying around 
and blasting people in 
your way (with the aid 
of wing men to fight 



Origin heads to the U K's Pinewood 
Studios to shoot a graphic adventure in 
the successful Wing Commandersty\e 




Of the eight planets you'll discover, "Bex" 
(above) is the Luddite of the pack, and is 8 
major exporter of foods, including beer 



Format: PC 



Publisher: EA 



Developer: Origin 



Release Date: February 

Origin: UK 

off enemies), or to play private detective 
using e-mail, public records, and word of 
mouth to take the path to your real 
identity, a "surprise" twist in the end. 

"The technology we're using makes 
Wing Commander look like a dinosaur," 
said Roberts, whose $5-million budget is 
the highest for a videogame (though 
Wing 4 is rumored at $7 million). The 
game will use SVGA graphics, accesses 
a more compact, and much faster engine 
than the one used in Wing 3, rendering 
graphics on-the-fly. 

True payability of interactive movies 
is still questionable, and while The 
Darkening is only 15% complete and 
has the Wing series to live up to, it's got 
everything to make its forebears <« 
shiver in their knickers. *-tM 




Christopher Walken (top) 
and John Hurt (above) 
are two of the biggest 
stars to take the 
"Interactive" plunge 



ng alphas 



Rebel 



Can awesome graphics and one of the most valuable 
licenses on the planet give Rebel Assault lithe 
success of its predecessor, despite mundane gameplay? 



Blue screen effects — 
pioneered in Star Wars 
— are used throughout 
the entire game 




Assault II 




Format: PC CD-ROM 
Publisher: LucasArts 
Developer: LucasArts 
Release Date: November 
Origin: US 



here's a new 
installment of Rebel 
Assault coming. And 
because this is the first 
time anyone besides 
George Lucas has 
filmed live actors in the Star Wars 
universe, Star Wars fans may be more 
interested in the cut scenes than the 
gameplay. Unlike in Star Wars, where 
actors lined up to get filmed in an X- 
Wing cockpit, the action in Rebel 
Assault II was shot in front of a blue 
screen, with computer-generated 
backdrops and effects added later. 
Pretty standard multimedia stuff, but if 
George Lucas gives his stamp of 
approval, you can be sure these are cut 
scenes you'll want to watch. 

Set in the Galaxy's Bermuda 
Triangle, the Dreighton Nebula, Rebel 
Assault II' s plot focuses on two 
characters from the first game, Rookie 
One and Ru Muleen, who discover that 
the Nebula's mysterious properties may 
be the result of Imperial treachery. 

Gameplay looks to follow that of 
LucasArt's first effort closely, with an 
enhanced game engine providing lots of 
track flying, either in the cockpit or 
behind the ship, as well as some ground- 
based laser blasting. You know the drill. 

LucasArts is following the time- 
honored sequel formula with Rebel 
Assault II — you find that one thing 
that works and give people more of it. 
And it looks like the enhanced game 
engine, visually enticing graphics, and 
compelling storyline will enable 
the company to pull it off. 




Richard Green's artistic team has delivered another visually stunning 
product with Rt 



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ng alphas 



Yoshi's Island: Super 
Mario World 2 




Format: Super NES 
Publisher: Nintendo 
Developer: Nintendo 
Release Date: October 2, '95 
Origin: Japan 



"By spending 
almost four 
years in the 
creation of 
this game, we 
have included 
a lot of magic 
tricks. The 
more you 
play the 
game, 
the more 
surprises it 
will give you. 
As far as the 
quantity and 
quality of 
game ideas 
are 

concerned, 
Yoshi's Island 
is second 
to none" 

— Shigeru Miyamoto, NOJ 



t's been a long time in 
coming, but the sequel 
to the best Mario 
game ever released has 
finally made its way to 
the Super Nintendo. 
While the game doesn't have the same 
addictive feel as its predecessor, Yoshi's 
Island does contain a score of new 
features that should keep fanatics happy 
for hours on end. 

In a surprise twist on the original 
title, you take on the role of Yoshi this 
time, as he attempts to escort baby 
Marios through a familiar world of 
weak-necked monsters and twisting 
pipes. If Yoshi takes a hit from an 
enemy, the fledgling plumber on his back 
will begin to float away, screaming for 
help in a pitiful wail that will touch even 
the hardest hearts. Players must 
recapture the wayward tots within three 
or four seconds or watch helplessly as a 
group of evil wizards whisks Mario 
away for unknown evil purposes (early 
rumors hint at Captain Lou Albano and 
a disco barbecue). 

To help keep aiiofthis tram 

happening, Yoshi's got some unusually 
impressive new tricks up his spotted 
sleeve. When Yoshi eats certain enemies, 
he is able to lay up to six eggs that 
follow him duckling-style through the 
stage. By pressing a button, players are 
given a crosshair that moves around the 
screen, targeting different enemies. 
Pushing this button again fires one of 
your stockpile of eggs, obliterating 
anything in its way. Even without eggs, 
Yoshi can attack in the time honored 
method of jumping on the heads of 



Miyamoto returns to bring Super NES 
owners what may be one of the most 
eagerly anticipated sequels of all time 




enemies (a tactic that still has yet to 
serve me in a barfight). Bosses are big 
and menacing, in many ways similar in 
challenge to Mario World's overlords, 
and requires players to master more and 
more advanced uses of Yoshi's various 
skills as well. Addictive bonus levels 
keep the game from getting too 
repetitive, and, in fact, are often as 
much fun to play as the game itself. As 
usual, control is fluid and smooth, 
gracefully achieving the easy-of-use 
factor that's made the series so popular, 
without ever becoming uninteresting. 

Shigeru M iyamoto, cng 

2) the creator of Mario, lent his rather 
precious talent to the title by acting as 
producer, heading up the creative end of 
the process as well as piecing together 
the work done by the rest of Nintendo of 



tffift 



Once Yoshi has laid his 
dangerous eggs, they 
follow along in duckling 
fashion until thrown 



ng alphas 




Many scenes are 
reminiscent of earlier 
Mario titles. Man, those 
bad guys sure can build 
castles can't they? 



The intimidating yet cute look of most of the game's enemies show a strong Shigeru Miyamoto influence 




These collapsing walls 
are one of the few 
obvious examples of 
FX2 chip technology 




Many of the bonus 
stages are as much fun 
to play as the game Itself 



Japan's team. In another more recent 
interview with NEXT Generation, he 

explained this Yoshi Island's appeal. 

"By spending almost 
four years in the 
creation of this 
game, we have 
included a lot of 
magic tricks. The 
more you play the 
game, the more 
surprises it will give 
you. Just as an 
example, there are 
more than 130 
different enemy 
characters in this 
game... As far as the quantity and 
quality of game ideas are concerned, 
Yoshi's Island is second to none." 

The technology of th e can 

is rather curious in and of itself. This is 
the first N intendo title to sport the 
Super FX2 chip designed by Argonaut 
(which was originally intended to be the 
Super FX chip, but was dropped by 
Nintendo at the last stages of 
development). Game graphics are very 
simple, a stark change from the brilliant 
visual effects of Donkey Kong Country 
and Killer Instinct, but the feeling of 
nostalgia that accompanies your return 
to Mario World makes the two- 
dimensional cartoon representations 
seem intuitively right. Both music and 
sound are another step sideways, 



delivering all of the LooneyToon-esque 
wackiness of the original Mario series, 
without ever really stretching into 
especially new or creative areas. 

Due in October, Yoshi's Island looks 
like it could be everything that Super 
Mario Worldwas to gamers, but not 
much more. With Nintendo's Ultra 64 
release headed this way in April '96, 
we sincerely hope that Nintendo makes 
the effort into delivering a Mario title 
that features a little more flash and 
a lot more originality than has — w -, 
been put into this. LLM 




If you take a hit, you'll only have seconds to recover baby Mario before h 
is permanently put to bed. Notice the peaceful yet surrealistic scenery 



ng alphas 



Let the games 



The Genesis led the 16-bit race due, in great part, to its 
superior sports games, but can Sega continue to dominate 
this genre? Or will Sony steal its home-field advantage? 
NEXT Generation takes a look at the 32-bit sports arena 



begin 



The increased 

processing 

power and 

CD-format of 

the new 

32-bit 

machines 

brings 

potential 

for more 

sophisticated 

artificial 

intelligence 



■■^HBH ore than 30% of all 
■ i W , I software titles sold for 
I 1 T j I the 16-bit market were 
I I J I sports games. 
^^^^^^J Demographically 
^^^^^^^ speaking, sports 
gamers tend to be older than the 
mainstream; these are sports fans who 
feel far more at home leading the 
Madden All-Star team to a John 
Madden Football superbowl appearance 
than playing, say, a cute platform game. 
Logic would suggest that as the next 
generation of 32-bit consoles remains 
more expensive than its 16-bit 
predecessors, it will attract an older 
user-base. And that means it's an 
audience demanding yet more sports 
games, but bigger, better, and smarter 
games than ever before. 

The increased processing power and 
CD-format of the new 32-bit machines 
brings potential for more sophisticated 
artificial intelligence (AI), far more 
realistic visuals (that's not just number 
32 — that's actually a texture-mapped 
recreation of O.J. Simpson comin'at 
ya), and a wealth of statistics, authentic 
team shirts, finely-detailed re-creations 
of famous stadiums and arenas, plus, of 
course, all the TV-commentary style 
FMV trimmings that we've come to 
know and skip quickly past. 

So who's working on what? 

Electronic Arts dominates 

the 16-bit sports game business, 
responsible for more than 50% of all 
16-bit sports software. It should come 
as no surprise then that several 
companies have formed sports divisions 
taking aim at EA's marketshare. Crystal 
Dynamics, Interplay, Psygnosis, Ocean, 
Konami, and Data East are all placing 
their respective bets on the ever-growing 
sports market. Not to mention the 
continuing and growing attacks by Sony 



Imagesoft, Sega Sports, Accolade, and 
Acclaim. What al I this fierce 
competition hopefully means to the 
sports gamer is raised quality in 
graphics and gameplay, and a greater 
variety in titles. 

Chip Lang, director of marketing at 
EA Sports, points to the company's own 
FIFA Soccer on the 3D0 as the tip of 
the iceberg. "It's just an example of the 
kind of environment you can expect in 
the next generation of sports games," 
he enthusiastically promises. 




screen shot 
from Madden 
'08 for Super 
NES (left) 
compared to a 
screen from 
Madden '96 for 
PlayStation 
(top). This is 
only the first 
PS X football 
title, expect 
more and 
batter to come 



ng alphas 




£KS 



Sega's World Series 
Baseball features a 
variety of camera angles 
placing you down at field 
level, up in the stands, or 
even has you follow the 
ball. Any way you look at 
it, the game looks hot 




Crystal Dynamics' 3D 
Baseball looks great, but 
how its "looks" translate 
to gameplay is the trick 




Interplay's new VR 
Sports division Is 
pushing VR Baseball '95 
out the door first, and if 
the high-end workstation 
graphics hold up on the 
PlayStation and Saturn, 
It'll bo a treat 



Sega Sports' Chris Cutliss believes 
that "The TruVideo [FMV] capabilities 
of the new machines are a big part of 
the future of sports games." He refers to 
the highly-successful practice of dressing 
up sports games as TV shows, a trend 
that seems destined to continue. 

What follows is a brief round-up of 
who's working on what versions of what 
sports. So grab that beer, open those 
pretzels, and pull up the couch... 

Baseball. Previously, the baseball 
game was restricted to one perspective, 
either the high overhead view or the tight 
pitcher/batter view. The 32-bit systems 
are capable of handling a plethora of 
"camera" options, often panning on the 
fly to get up close and personal. Sega of 
America's attractive conversion of the 
Japanese Saturn game Greatest Nine is 
World Series Baseball (see review on 
page 89), which uses four different 
camera angles pitched around its 
texture- mapped field. 

Expect all player movement to be 
motion-captured from now on. Crystal 
Dynamics has developed a new method 
of motion capturing that enables the 
player to control an ultra-reatistic 
character. The first implementation of 
this technique is 3D Baseball for both 
the Saturn and PlayStation. Meanwhile, 
Interplay's new VR Sports division and 
Konami are both heading in a similar 
direction with their baseball games, also 
available for Saturn and PlayStation. 

What advances will be made in terms 
of gameplay, however, remain unclear. 
Baseball is a notoriouslt difficult 
videogame to "get right," or in other 
words, to perfect. And so far no one is 
promising the much-needed revolution in 
batting/pitching mechanics. 




NHL Ail-Star Hockey for 
the Saturn has all the 
views, but can the 
gameplay ever catch up 
with EA's NHL efforts 



The early shots of NHL '96 look incredible, and their track record with 
gameplay makes this one hotly anticipated title 



Other baseball titles planned are 
Acclaim's Frank Thomas Big Hurt 
Baseball (all platforms), EA's Triple 
Play series (all platforms), and Data 
East has signed on Blue Sky Software 
(makers of the World Series games for 
Genesis) to make several sports games 
in '96. Simulation fans will be glad to 
know that players' licenses, stats, 
improved AI, and all the usual options 
are planned for each game. 

H OCkey. EA's NHL series is 
arguably the most exact sports 
simulation ever, but the days of fat little 
skaters and a strict overhead view are 
over. Sega's Alt-Star Hockey (Saturn) 
gives you the ability to switch your view 
of the action on the fly, zooming closer 
or panning out for a wider look of the 
rink as the game continues. EA Sports' 
team is hard at work on NHL '96 
(Saturn, PlayStation) which promises to 
feature the same excellent and reliable 
gameplay, along with a much improved 
look. The gritty realism of the game 
(from charging defensemen to easily 
injuring veterans), is a feature that's 
going to be amplified. 

Sony Imagesoft's NHL Face Off 
(PlayStation) will feature players' 
numbers and names on the backs of 
their jerseys, along with four different 
playing perspectives. Again, all three 
titles will benefit from real professional 
players, options, and — obviously — 
enhanced graphics. 

FOOtball. Byjusttakinga 
cursory look at 3D0's Madden Football, 
you get a notion of 32-bit videogame 




Forget all about ESPN 
National Hockey NigM 
and get ready for NHL 
Face Off for the Sony 
PlayStation 




This player illustrates 
the potential of uniform 
texture- maps flowed 
over motion-captured 
character animation 



ng alphas 




NFL Gameday for the 
PlayStation has the first 
actual game screens for 
a 32-bit football game 




NBA Action for the 


Saturn is using a similar 


perspective, but all 


we've seen thus far are 


pretty SGI images 




perspective puts the 
player right on the court 
in Crystal Dynamics' 
Basketball '9S {Slam 'N' 
Jam for 3D0) 



fit 'W< 



Sports newcomer 
Psygnosis puts in Its 
effort of capturing its 
home country's sport (UK) 
with Pro Sport Soccer 



football's potential. EA's next 
Madden game (PlayStation, 
Saturn) will feature motion- 
captured generic players, then 
artistically touched up to look 
like their real world 
counterparts. The zooming 
camera permits downfield 
passing and close-in juking, 
while the superior processing 
speed enables a much more 
intelligent computer opponent to take 
you out even faster than before. Sony 
Imagesoft's NFL Game Day 
(PlayStation) features different-sized 
players (linemen are big, punters are 
small), three playing perspectives, and 
an entirely new updated playbook 
featuring all the newest NFL plays. 
Sega Sports' Prime Time Football 
(Saturn) is still in such early 
development that Sega staff members 
couldn't show NEXT Generation 
reporters any material at this stage. 
Expect the same on-the-fly camera 
zooming feature as Sega's other sports 
titles — and a fierce battle between it 
and EA's 32-bit Madden for position as 
first team starter. 

Basketball. The basketball 
genre changed dramatically and forever 
this spring with Crystal 
Dynamics' Slam 'N' Jam '95 
for the 3 DO. The on-court view, 
scaling, and huge, detailed 
players drag gamers into the 
court like never before — it 
truly is an outstanding 
testament to both 3D0's power 
and Crystal's rapidly increasing 
expertise. Crystal is creating an 
enhanced PlayStation and 
Saturn version that promise to look 
even more attractive and will feature 
real NBA players. 

Taking a similar approach is Sega 
Sports with NBA Action (Saturn) — 
replete with its own on-court close-up 
view. Both EA (PlayStation/Saturn) 
and Sony Imagesoft (PlayStation) are 
also planning hoops titles, but both 
companies are reluctant to release too 
many details at this early stage. 

SOCCer. One year ago, FIFA for 
3D0 set the gaming world on its ears 
when it revolutionized what was 
thought possible in both the soccer 
game genre and on the 3D0. Now an 
updated, improved version is planned for 
PlayStation and Saturn. 

Sega Sports' Worldwide Soccer is 
already out, featuring fast arcade action 



with on-the-fly camera changes. 
With this title you can (somewhat 
confusingly) control both camera 
and players simultaneously: Zoom 
the camera out to spot an open 
wing receive a long pass, then 
move in tight to kick for the corner 
of the net — at least in theory. 

Additionally, the amazing Sega 
arcade game Virtua Striker shows 
exactly the kind of experience 
developers are shooting for, and it will 
be converting it to the Saturn in 1996. 
On the Sony front, Psygnosis has 
captured the beautiful look with 
texture-mapped polygon players in its 
game PowerSports Soccer 
(PlayStation), but as with any sport, the 
real test is the gameplay, and how best 
the free-flowing and technipue-based 
sport converts to a home videogame. 

O 1 1. The golf sim has always been a 
staple of the PC gaming industry. Now, 
with the expectation of older players 
joining the console market, its appeal is 
sure to spread. Sega's Pebble Beach 
Golf Links (Saturn) features sharp 
graphics and FMV to bring the 
treacherous Bayside course to 
the home. EA Sports' easy-to- 
play PGA 96 (PlayStation, 
Saturn) pits you against other 
pro's (whose swings are filmed 
on a blue screen and then 
incorporated) on a well-drawn 
course, and epitomizes what 
EA Sports hopes its popular 
series can bring home. 
It's hard to say how 
gameplay can improve, other than from 
more sophisticated course terrain and 
more complex surface textures. 

Ill COnClUSiOn, the Genesis 
was the superior sports machine in the 
16-bit market, largely due to EA's and 
Sega's own output. But what system 
will achieve sports fans' most favored 
status in the 32-bit age? 

Sega can confidently be expected to 
defend its highly profitable niche from 
both rival systems (PlayStation and 
3 DO) and other Saturn developers. 
Meanwhile, Sony Imagesoft has turned 
over a new leaf by ridding itself of the 
ESPN ficense and claims to be now 
working on solid gameplay instead of 
padding out gratuitous licenses. 

But, as EA's Chip Lang concludes, 
iV No matter which system you own, 
today's sports fans are going to get 
some great sports games." _. 

We say bring 'em on. 4^5 




Sega Saturn's Worldwide 
Soccer I* already out and 
enables you to c 
views on the fly 




Combining smooth 
graphics and Full Motion 
Video are what Sega 
hopes will make Pebble 
Beach Golf Unk* a hit 




EA's PQA '96, possibly 
the greatest golf series 
ever made, Is getting a 
32-bit fecelrft that could 



in the clubhouse 



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Virtua Cop 




From close-up. the quality of detail in both Virtua Cop's backgrounds and 
characters is impressive. Sega Is set to release a Saturn lightgun for use 
with Virtua Cop In time for the game's launch 





m f. - »- 



. Virtua Cop enables easy 
differentiation from the 
the good (In white), the 
bad, and the ugly 



ega's most recent 
Virtua title gave the 
light-gun genre the 3D 
polygon treatment but 
left the gameplay 
firmly in the mode of 
Lethal Enforcers and Mad Dog McCree. 
The two-gun arcade machine will retain 
the high graphic standards of the 
previous Virtua games, and the Saturn 
conversion in development looks as 
faithful as that of Virtua Fighter. 

Although Saturn Virtua Cop is only 
20% complete, almost all the polygon 
data models for the levels and the first- 
level characters are finished. In these 
shots, 70 to 80% of the textures have 
been applied to characters' bodies and 
faces and, like Virtua Fighter and 
Daytona USA, logos and other details 
are mapped onto the backgrounds. 

The first level of the version shown 
here would be fully playable were it not 
for the fact that it's missing its boss. The 
main problem facing developer AM2 
right now is speed — the game suffers 
from slowdown at several points. 
However, AM2 promises that the Saturn 
conversion will feature the same number 
of enemies as the coin-op. 

What AM2 and Sega can't promise 
is anything more substantial than a few 



AM2 converts its gun-toting coin-op for 
the Saturn, but will the simplistic 
gameplay cut it in the home market? 



Format: 


Saturn 


Publisher: 


Sega 


Developer: 


Sega/AM2 


Release Date: 


January 



Origin: Japan 




Most of level one in Virtua Cop seems to 
be populated by Mack-suited extras from 
the cast of the cult film Rosorvoir Dogs 



hours' target practice. A lightgun is 
planned for release with the game, but 
the add-on only raises the question 
about Virtua Cop's money value. Even 
the best light-gun coin-op/home console 
translates badly, and Virtua Cop is 
unlikely to draw the crowds Sega f*-w) 
needs to attract to the Saturn. LLjj 











m 





The surrealistic PC 
adventure of the decade 
comes to life on Jaguar 
. . . faster and more 
colorful than on any 
other planet. (Coming in j 
September) 




no^i 



MTAR] 



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Create the most powerful 
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Taguar CD is now 
available in stores For 
onlq $149. 

Experience the digital 
A jungle unleashed with 
u.our Taguar CD. 



Killer titles cominq soon for Taquar CD: 



Thea Realm Fiqhters 
Robinson's Requiem 
Mover StriKe 
Rise Of Th,e Robots 
BlacK ICEWVhite Noise 
Waqne GretzKw. MocKei/ 



Demolition Man 
Miqlilander 
Baldies 

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Cybersled PlayStation Greatest Nine Saturn Ballz 3D0 FlipOut! Jaguar Mario Smash Virtual Boy 

Street Hoop Neo-Geo Virtual Pool PC Dark Forces Macintosh Chrono Trigger Super NES Tekken 2 arcade 



Mk m mm 





Every new game reviewed and rated by the best in the business 



88 


PlayStation 


88 


Saturn 


89 


3D0 


90 


Jaguar 


93 


Virtual Boy 


94 


Neo-Geo 


94 


PC 


99 


Macintosh 


100 


Sega CD 


102 


Genesis 


102 


Super NES 


107 


Arcade 


108 


Sega 32X 





PlayStation 



CyberSled 

Publisher: Namco 
Developer: Namco 

While CyberSled enjoyed its own 
measure of success in the 
arcades, it is doubtful that the 
home version will be able to 
create the same kind of 
excitement. It's not that the 
translation to the PlayStation 
suffered any sort of significant 
damage, but without the doubie- 
screen supplied in the arcade for 
two-player action, there is very 
little left here to enjoy. 

Well, yes, there is a split- 
screen, two-player mode. But the 
amount of screen allotted to each 
player generally means a mind- 
numbing game of squinting and 
neck-craning just to keep up with 
what's going on in the match. 

This title probably didn't need 
to come home at all, but if you're 
an absolute die-hard fan of the 
original coin-op, the one-player 
mode is a close match. 
Rating: ** 




The split-screen view is a tragic, 
but unavoidable flaw of the home 
version of CyberSled 



Saturn 



Astal 

Publisher: Sega (Japan) 
Developer: InVision 

This is the game that answers the 
question "Is it worthwhile to 
make traditional side-scrolling 
action games on the new 32-bit 
systems?" Astal takes a deep 
stab at it, but unfortunately the 
game answers the question with 
a reluctant "No." 




The deep, vivid colors of Astal are the first thing you'll notice about this 
game. Here, the small but powerful Astal stares down the Crystalline trio 



It's not that Astal doesn't 
make use of the new color palette 
or even the vast scaling abilities 
of the Saturn, it does, but when 
you come right down to it, there's 
not really anything here that 
couldn't be done nearly as well 
with a 16-bit machine. 

Astal is, in the end, a fine, 
side-scrolling action game, and if 
you already own a Saturn and you 
love side-scrolling action games, 
then this is a good one to pursue, 
but this game would not exactly 
make a good argument for buying 
a 32-bit machine. 
Rating: *** 

Battle Monsters 

Publisher: Naxat Soft (Japan) 
Developer: Naxat Soft 

With many of the latest two- 
dimensional fighting games 
showing off their imaginative 
development in the form of more 
and more gruesome moves, it's 
nice to see a game take a slightly 
different approach. Battle 
Monster's is more interested in 
creating gruesome characters 
with which to fight. For example, 
you will not find in any other 
fighting game a character that 
beats his opponents to death with 
his own dismembered head. 

Beyond the creative 
abnormalities, though, there is 
very little here to get excited 
about. The animation is choppy, 
and the action itself is predictable 
and lackluster. The overall look of 
the game isn't bad, but the 



characters are never quite 
enveloped within the background. 
Instead, what's left is a nice 
background with characters which 
seem to be cut and pasted on to 
the television screen. 
Rating: ** 




Bug! 

Publisher: Sega 
Developer: Sega 

If there was one gaming genre 
that simply had to grow to survive 
in the arena of next generation 
consoles, it was definitely the 
platform game. Sega takes a 
noteworthy crack at breathing 
some 32-bit life into this well-worn 
formula with its first platformer, 
Bug!. The jump to 32-bit brought 
with it a whole new dimension, 
literally. Bugl brings with it that 
ever-elusive third dimension, 
opening a whole new world of 
running and jumping opportunities. 

Although the concept is 
intriguing, the action and graphics 



rating 3D0 



Saturn 




The choice of views In Greatest Nine is a great way to customize 
your game. The colorful commentary also has a magical quality 



SWINGING 

Greatest Nine 

Publisher: Sega (Japan) 
Developer: In Vision 

For many, the decision to buy a next generation machine will 
depend on the quality of the new console's sports libraries. This 
being the case, the Saturn will definitely be turning some heads 
and opening some wallets with this title. Greatest Nine is 
currently being developed for the American market and will, at 
release, have full Major League Baseball licensing. 

What makes this game worthy of being called a next 
generation sports title is not any particular innovative feature 
that makes you forget that you're playing an age-old game, but 
rather the impressive execution of all the features you've come 
to love in great baseball games of the past. This is not to say 
that there are no new features here, because there are certainly 
no other games with a choice in camera angle like Greatest 
Nine, or the excellent colorful commentary, but these elements 
only add extra satisfaction to what was already a great-looking 
and great-playing baseball game. 

In the end, minus a few malfunctioning control features 
that Sega US promises to fix, 
Greatest Nine is an excellent 
sports title for the Satui 
an extremely encouragir 
sign of what's to come. 
Rating: **** 



and 



The overall control of the 
defensive team makes for 
exciting p 





The characters in Bug! are 
Imaginative but predictable 



solid, and the characters cute and 
amusing, this title is mostly a 
direct translation of 2D gaming 
into a 3D format. All the old tricks 
are represented here, like hopping 
on enemies' heads, finding hidden 
power-ups, and landing on floating 
platforms, giving this one more of 
a fun novelty feel than anything 
else. For the platforming fanatic, 
this is a must-have, and for others 
it's still fun, but not genius. 
Rating: *** 




Gran Chaser's rich backgrounds 
and unconventional tracks make 
for intense racing action 



Gran Chaser 

Publisher: Sega (Japan) 
Developer: Nextech 

Set in a futuristic galaxy, Gran 
Chaser represents the next 
logical step in racing action for 
the Saturn. This hovercraft racer 
treats the gamer to a total of 11 
tracks representing an elemental 
host of worlds that feature ice, 
water, and Are. 

Considering the draw-in 
problems of Daytona USA, the 
only other racing game for the 
Saturn, Gran Chaser does well 
with the graphics, though there is 
still a trace of late draw-in 
lingering around some of the 
corners. The action is fast and 
the handling is a sophisticated 
system of degrees and timing. 

There are some problems with 
the width of each track — which 
is a little unforgiving to the 
novice — and the tracks are 
varied more in appearance than in 
the way they actually feel, but all 
in all, Gran Chaser is good fun, if 
not all together great. 
Rating: •** 



say this, but basically, it sucks. 

The correct direction or 
button to push is always flashed 
on the screen, and none of the 
game's eight (count 'em, eight) 
sequences pose any challenge at 
all — you can literally beat this 
game in 15 minutes. Depending 
on the order you choose to play 
the sequences in, and how many 
times you die trying, there are 48 
ending scenes — and the thought 
of playing this enough times to 
see them all ranks right up there 
with having your eyelids stapled 
open and being forced to watch 
"Geraldo" reruns. Thanks, but no. 
Rating: * 

Syndicate 

Publisher: Electronic Arts 
Developer: Bullfrog 

This is starting to get a little old. 
Syndicate is a great game, but 
we've reviewed no less than 
three different versions at 
various times this year, and 
there's no end in sight. 

For the record, this is an 
excellent translation of the 
original PC version, thanks to the 
massive storage capacity of the 
CD and the 3D0's 24-bit color 
palette. Control leaves a little to 
be desired, but that's just the 
standard 3D0 control pad letting 
us down again. Of all the versions 
we've looked at, this is a close 
second behind the PC, noticeably 
better than the Jaguar, and miles 
ahead of the Genesis and Sega 
CD versions. Otherwise, it's 
exactly the same. 
Rating: **** 




Strahl 

Publisher: Panasonic 
Developer: Media 
Entertainment 

Strahl is a title that's placed 
squarely in the Dragon's Lair 
tradition, this time using anime- 
styled characters and acti 
wish there was a better way to 



We 




Way 



Strahl is another lousy "watch 
the movie, push a button" game 



3DO's Syndicate is better 
looking and more complete than 
Sega CD or Genesis versions 



Zhadnost: The 
People's Party 

Publisher: Studio 3DO 
Developer: Studio 3D0 

This semi-sequel to the early 3D0 
hit game show Twisted shares 
most (if not all) of that game's 
strengths and weaknesses. 

It's a "wacky" game show 
using FMV contestants and cut 
scenes, built around a series of 
simple contests. Although the 
video quality is excellent, and a 
lot of it is outright hilarious — the 
show is being "broadcast" from a 
former Eastern Bloc nation, 



rating jaguar 



3DO 

ROUND 2 

Ballz 

Publisher: Panasonic 
Developer: PF Magic 

Ballz was released for Genesis more than a year ago, and at the time, 
it was much better in concept than an in actual game form. By 
using, well, balls, which look the same no matter what angle you 
see them from, and a couple of them with rudimentary scaling 
routines, it was possible to fake a 3D fighting game in a 2D 
environment. The trouble was that the Genesis color palette 
was so limited, you couldn't tell one ball from the next, and 
while some of the animation was Quite clever, it looked awful 
and gameplay was confusing. 

Now we have the 3D0 version, which affords the game a 
vastly improved palette to work with, an actual 3D 
environment to move in, and a "Director's Cut" of moves — 
attacks deemed too offensive for release on the Genesis — 
and it's a vast improvement. Ballz looks better, and controls 
surprisingly well. However, at a time when true 3D brawlers like 
Battle Arena Toshinden are becoming almost as common on home 
systems as their 2D brethren, the usefulness and entertainment value 
of a game in which all the fighters look like refugees from a ping-pong 
tournament has to be questioned. 

If you accept its looks, it plays fine, but this is as much yesterday's 
technology as any sprite-based fighter attempting to get away with 
digitized characters. It's almost too bad. but it's just a game out of time. 
Rating: * * 



■TeTeTeW ^^ littl 




little time, and the 
'Director's Cut" puts 
display 
than ever (top). 
Ballz has a 
novel look and 
fool, and it 
deserves to 
be better and 
more timely 
than It is 
(above) 



But does anybody really like 
watching a bunch of pool-table 
castoffs hitting each other? 



overeager for the fruits of newly 
acquired capitalism — it suffers 
from the same limitation all FMV- 
based games share — namely, 
that once you've played a half- 
dozen times, you've seen it all, 
over and over and over again. 

It makes a great party game, 
but wears thin too quickly. 
Rating: •** 





The Jokes and designs of 
Zhadnost are a hoot the first 
», less so the loth or 20th 



Jaguar 



Blue Lightning CD 
Publisher: Atari 
Developer: Epyx/Atari 

Basically, Blue Lightning is a lot 
like Sega's old After Burner — 
it's a forward-scrolling shooter, 
with you in the cockpit of a high- 



I The multiple explosions in Atari's 
newest shooter, Blue Lightning, 
are particularly satisfying 

tech warplane (and on a track, 
too], piloting a variety of 
challenging air-to-air and air-to- 
ground combat missions. 

What elevates Blue Lightning 
over mediocrity is the variety of 
planes you can fly — seven — 
each of which has markedly 
different characteristics. If you 
crash, you lose access to that 
plane until you complete all the 
assignments in the current 
mission. The world you fly in is 
simulated 3D, which occasionally 
gives you the feeling you're flying 
through scaling cardboard cut- 
outs, but the action is fast 
enough and the scrolling is 
smooth enough to keep this from 
being a serious problem. 

You might not expect much 
from a game that was originally 
released over five years ago, but 
Blue Lightning was a great game 
when it was released for the Lynx, 



and it's still a good one now. It 
isn't worth buying the Jag CD to 
get this, but if you already have 
one, this won't disappoint you. 
Rating: *** 

FlipOut! 

Publisher: Atari 
Developer: Gorilla Systems 

FlipOut! is an enjoyable and 
original puzzler on a system sadly 
devoid of them. Using a three-by- 
three grid filled with colored tiles, 
and one extra, "King Fluffy" flips 



all the tiles in the air and you 
must keep flipping them until 
they're in their original order, 
keeping at least one tile in the 
air at all times. 

FlipOut! is more fun than it 
sounds — and this is no Tetris 
clone, it requires a novel mode of 
thinking to succeed. Progressing 
through 50 levels, you contend 
with more tiles, new things to flip, 
advanced grid layouts and 
interference from the little 
spectators from Planet Phromaj. 
Rating: •*• 




It's only proper that Gorilla Systems' puzzler FlipOut! - 
Atari's Jaguar — Is whimsical in a purely American n 



available for 




back to life at a part-human 
part -robotic 
machine, do you blow him 
away or call him Daddy! 



octdypse Here's a relationship that's even too screwed up for one of those cheesy talk 

/ shows. Introducing Iron Angel of the Apocalypse'." A mad scientist has created you, 

the Iron Angel, from flesh, bone and metal. But he didn't program you to mow his 

Cool game, huh? lawn and serve drinks at his parties. He wants you to rid the world 
Wait until you 
* see iron Angel of of the human race. Luckily, you still have enough brain tissue to 

the Apocalypse: 

" ■ The Return. realize that the world could do without this lunatic. With the help 

of a lovely assortment of big-ass guns, your mission is to blast your way to the scientist's 
lab on the top floor. If you make it, you can give Pops a Father's Day gift he'll never forget. 



Expect blood, 
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rating virtual boy 



Virtual Boy 



Mario's Dream Tennis 

Publisher: Nintendo 
Developer: Nintendo 

Each of the first five titles being 
released by Nintendo for the 
Virtual Boy is an attempt to fire 
new life into an old 8-bit title by 
adding a few three-dimensional 
effects. And strangely enough, 
with Mario's Dream Tennis, it 
works quite well. 

In standard tournament rules, 
Mario takes on competitors 
Donkey Kong, Toad, and other 
members of the classic pipe 
mythology in an attempt to 
smash, lob. and backhand his way 
to final victory. Graphics and play 
are almost identical to Nintendo's 
original Tennis, and any gamer 
who's looking for something new 
is almost assured to be 
disappointed, but if you're looking 
for an addictive title to play on 
your Virtual Boy, this is one of the 
best choices you can make. 
Rating: •** 




Mario series characters team up 
with solid 3D effects to create a 
great remake of an old classic 



Space Pinball 

Publisher: Nintendo 
Developer: Nintendo 

Nintendo's pack-in game was an 
obvious choice. Space Pinball 
gives Virtual Boy owners a title 
they can take out of the box and 
play without actually experiencing 
any real fun. 

The basic problem here is that 
there just isn't that much to do on 
any of the tables. After mastering 
a couple of different shots, most 
players should have no problem 
racking up ridiculous scores by 
shooting the scant targets over 
and over again. Graphics are 
passable, but the three 
dimensional look that's the Virtual 
Boy's stock in trade really doesn't 
affect play at all. 

In the final analysis, it doesn't 
really matter how good this game 
is since you're going to get it 
anyway, but if you were expecting 
to squeeze a few months of play 
out of your machine before 
investing in a new title, you might 
want to think again. 
Rating: * 



Red Alarm 

Publisher: Nintendo 
Developer: Nintendo 

Red Alarm should be a fantastic 
game. Graphically, its smooth wire 
frame look is about the best the 
Virtual Boy can aspire to, control 




Red Alarm's wire-frame graphics 
have a certain '80s charm, but 
get confusing very quickly 



and movement are intuitive if not 
responsive, and even the true 3D 
flight idea is well designed. The 
problem is, in actual practice, 
none of it really works. The wire 
frame walls become impossible to 
gauge at close range, the tight 
environment doesn't ever let the 
player get the free feel that open 
flight style could deliver. 

Red Alarm was intended to be 
the Virtual Boy's answer to 
StarFox, but the game seems to 
show that, at least for the time 
being, Nintendo should stick with 
the speed and performance of 
bit-mapped graphics. 
Rating: * 

TeleRoboxer 

Publisher: Nintendo 
Developer: Nintendo 

Another 8-bit return, TeleRoboxer 
is for all practical purposes a high- 
tech remake of Mike Tyson's 
Punch Out! for the NES. In each 
round you and your remote- 
controlled robot |notice the 
careful skirting of the violence 
issue) are pitted against a 
competitor who's loaded with 
plenty of nasty tricks up its metal 



Virtual Boy 



TURTLE 
CARNAGE 



Mario Smash 

Publisher: Nintendo 
Developer: Nintendo 

Still suffering from childhood memories of a savage tortoise 
mauling, Mario sets out in another of his psychotic episodes, 
once again seeking to render the world's turtles extinct. 

Although it's basically the original Mario Bros, in a 3D 
form, the game is actually fun, using the Virtual Boy's additional 
axis to full advantage without detracting from gameplay. Each 
round, players tear around the familiar pipe structure, kicking 
over turtles (an infinite number to abuse), and throwing the 
shells at mutant creatures on the other side of the course. In 
the bonus rounds Mario tries to grab coins as they fly toward 
him in a alley-like arena. Sound and graphics are one- 
dimensional, but for the most part you should have expected 
that when you purchased the machine. In the end, Mario Smash 
doesn't deliver the next generation in gaming, it's not addictive, 
exciting, or even nice looking, but it's a darn good distraction in 
an interesting new format. As far as the turtles 
i... Mario, it's time to stop this madness! 
Can't we all just get along? 
Rating: *** 




More than just 
a gimmick in 
Mario Smash, 
players must 
use the 3D 
world to their 
advantage 



■>* s* 






Like in the original Mario Bros., stunned 
a must be disposed of quickly 




sleeves. Unlike Mario's Dream 
Tennis, the three dimensional 
effects don't add that much, and 
after a few plays it becomes 
apparent that what you've got in 
your hands is a monochrome 
version of an old game. 

On the upside, TeleRoboxer 
looks better than any other Virtual 
Boy title currently available, 
controls are easy to learn and 
prove effective, and opponents 
are slightly more difficult to figure 
out than their NES cousins. 

Once again, if you want 
something new, seek elsewhere, 
but if you just want a solid game 
for your new system, TeleRoboxer 
isn't a bad choice. 
Rating: * * * 



rating neo-geo pc 



Neo-Geo 



Rally Chase CD 

Publisher: SNK 
Developer: ADK 

Rally Chase, on the new Neo-Geo 
CD system, is an overhead racing 
game played out on a global 
course. Regrettably, the many 
courses are largely the same and 
the action is less than intense. In 
the day and age of the 3D racer, 
it's difficult to accept this archaic 
point of view, regardless of 
execution — which is not bad, but 
isn't exactly notable either. 

The view, combined with the 
lack of any real innovation in 
track design, makes this a game 
better suited for days gone by. For 
mindless fun Rally Chase comes 
in at about average. 
Rating: * 




Rally Chase's overhead view is 
easy to follow, but mostly just a 
reminder of videogames past 



Street Hoop CD 

Publisher: SNK 
Developer: Data East 

Street Hoop (on Neo-Geo CD) 
represents a slightly less formal 
style of basketball than one might 
see in the NBA, or even in other 
basketball videogames. In this 
game the rules of physical 
contact have been thrown away 
leaving a hard-core style of 
anything-goes ball. The success of 
this game is in its fast, furious 
pace with as few of the laws of 
physical reality as possible. 

The teams are made up of 
three players each and the play 
control is good, simple, and 
intuitive. There are, nonetheless, 
some bothersome problems in 




keeping track of your players on 
defense due to computer- 
controlled player selection. 

Street Hoop is definitely 
arcade-style action and meant 
primarily for two players with its 
quick passing and under-sized 
court, and it translates well 
enough to the home system. 
Rating: ** 

World Heroes Perfect 

Publisher: SNK 
Developer: ADK 

The success of SNK's arcade 
fighters is unquestionable. The 
question as to whether this kind 
of commercial arcade success 
warrants a home release becomes 
easier to answer with each 
practically identical title making 
its way to the home console. 

It's not that World Heroes 
Perfect is not a good two- 
dimensional fighting game 
because it is. But there is nothing 
significant about this game that 
differentiates it from any of the 
long list of fighting games already 
available from SNK for the home 
system. World Heroes Perfect is 
best left for fighting game 
enthusiasts and those gamers 
without any other fighting games 
in their current library. 
Rating: ** 



B.C. Racers 

Publisher: Front Street 

Publishing 

Developer: Core Design Inc. 

If you happen to be nuts for 
"Flint stones "-style humor, you'll 
dig B.C. Racers. Otherwise, you 
will just see it as a new addition 
to the growing heap of cute cart- 
racing arcade games. 




From his strategic position in the 
sidecar, Junior readies his dub 
to bash Steggo In B.C. Racer 



That's not to say B.C. Racers 
doesn't have anything to 
recommend it. Its graphics are 
extremely smooth on a reasonably 
powerful machine like a 486/50; 
B.C. Racers does as smooth and 
fast an imitation of those classic 
Super NES-style rotating 
landscapes as you're likely to find 
in a PC game. And the ability to 



club your opponents off the track 
adds a nice stone-age twist to the 
usual racing action. 

But there's nothing here you 
haven't seen before. Super Harts, 
with its larger graphics and wide 
variety of power-ups, is still the 
reigning champion of cart-racers. 
Rating: ** 

Brutal: Above the Claw 

Publisher: GameTek 
Developer: GameTek 

Yes, it's another one-on-one 
fighting game. But Brutal: Above 
the Claw (also known as Paws of 
Fury) has something you won't 
find in Mortal Kombat or Street 
Fighter II: a sense of humor. 

Fans of "funny-animal" comic 
book heroes like Usagi Yojimbo (a 
martial-arts bunny) will be right at 
home with Brutal's crowd of for- 
bearing fist-fighters. In Brutal, you 
can pit Tai Cheetah against the 
cuddly-but -dangerous Psycho 
Kitty, whose deep personal motto 
is "Mine!" 



ITLfr-W- 



>m II & 



I Prince Leon pulls his secret 
Hendrlx guitar move on the 
mysterious Dali Llama in Brutal 

Even the secret moves in 
Brutal are funny. Prince Leon the 
Lion sports a Jimi Hendrix afro, 
and one of his special attacks 
consists of pulling an electric 
guitar and monster amp out of 
nowhere, then pummeling his 
opponent with sound. 



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More importantly, though, 
Brutal is a solid fighting game 
that should please any fan of the 
genre. If you don't need to see 
blood and gore to be entertained, 
check it out. 
Rating: *** 

Eco: East Africa 
Publisher: IVI Publishing 
Developer: Vlridis 

It could've been a lot of fun: 
You're a wet-behind-the ears game 
warden, hired to bring a failing 
African game park back to life. 
Making things more interesting 
are the poachers killing off your 
animals — and the fact that your 
predecessor died under 
mysterious circumstances. It 
could've been SimCity meets 
Gorillas in the Mist, but it's more 
like a job than an adventure. 

Eco: East Africa is so bogged 
down in micro-management that it 
feels too much like work; it's full 
of niggling little details that suck 
all the fun right out of the 
experience. You don't just hire 
rangers, medics and scientists, 
you have to hire them, assign 
them to their new posts, then 
move them to their new posts. 
You don't just order supplies, 
you've got to distribute all of 
them yourself. You have an 
assistant warden in the game, but 
it's never clear what he does; 
he's certainly not there to take 
any of the tedium off your hands. 

Exploring your park is kind of 
entertaining, but only for a very 
short while. Hey, once you've 
seen one pack of hyenas feasting 
on a carcass or an elephant 
loping across the screen, you've 
pretty much seen them all. And 
you'll be way too tied down with 
administrative duties to do much 
sight-seeing anyway. 
Rating: ** 



• J3 



^J i 



Due to the amount of micro-managing in Eco: East Africa, you'll spend a 
lot more time in your office than In the fields with the animals 




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rating pc 



FX Fighter 

Publisher: GTE Interactive 

Developer: Argonaut Software 

They're calling it the ultimate PC 
fighting game, and they're not 
kidding. It's terrific. 

FX Fighter is the first one-on- 
one fighter to use texture-mapped 
3D graphics (a game technique 
pioneered on the PC), and the 
effect is really impressive. These 
aren't two-dimensional 
combatants duking it out in front 
of a two-dimensional backdrop; 
both the fighters and their 
surroundings have actual depth. 
That means the 'camera" can 
move all around the arena, giving 
you a sense of being in the fight. 
Of course, all the flashy graphics 




The mechanical Cyben lashes out 
at Shebe In the excellent PC 
translation of FX Fighter 



in the world can't save a shoddy 
program, so it's a good thing FX 
Fighter is a top-notch game. Even 
without the spectacular visuals, 
FX Fighter would be better than 
Mortal Kombat It — and that's 
saying a lot. 
Rating: *•** 

Star Trek: The Next 
Generation: A Final Unity 

Publisher: Spectrum Holobyte 
Developer: Spectrum Holobyte 

As long as it was delayed, you'd 
expect A Final Unity to be either 
really great or really terrible. As it 
turns out, it's neither. 



As Spectrum Holobyte's first- 
ever graphic adventure game, it's 
fairly coherent and self-assured. 
On the other hand, it suffers from 
some of the problems you'd 
expect from a company's first 
efforts in the genre. 

All the principal actors from 
"ST:TNG" lend their voices to the 
game, and their dialog is 
satisfyingly in character thanks to 
Naren Shankar, one of the show's 
staff writers during its last few 
seasons. Beautifully rendered 
animated sequences grace the 
game's more dramatic moments, 
giving A Final Unity some of the 
special-effects polish that helped 
make the series a hit. 

But the path you have to 
follow to complete the A Final 
Unity game doesn't precisely 
make sense; as in too many 
graphic adventures, you'll find 
yourself doing a lot of things 
simply because they advance the 
plot, not because they're what a 
reasonable person would think of 
doing. And the game's just a little 
too easy; when the solution to a 
problem isn't flat-out obvious, your 
fellow crewmen are quick (too 
quick) to point you in the right 
direction. On the other hand, an 
adventure game that's too easy 
is always more fun than one 
that's too hard. 

If you're a fan of "STiTNG," 
you definitely don't want to miss 
A Final Unity. It's just the fix you 
need to hold you until the next 
movie or novel. But if you're 
simply looking for a good graphic 
adventure, you can find better. 
Rating: * * * 

The Orion Conspiracy 

Publisher: Domark 
Developer: Domark 

Domark's new science fiction 
adventure has a lot of the same 
problems you'd find in a poorly 
made movie: bad acting, bad 




LUCKY BREAK 

Virtual Pool 

Publisher: Interplay 
Designer: Ceteris 

Virtual Pool looks so simple on the surface that it'd be easy to 
overlook what's really going on underneath, but just a few 
minutes of play will reveal the title to be one of the most 
impressive games on the market. 

Pool isn't a complex game, but it takes a very 
sophisticated program to simulate it accurately. And that's just 
what Virtual Pool does. Every element is perfectly modeled in 
sound and motion, from the clack of the cueball against another 
ball, to its rebound off the cushion, to its ultimate drop in the 
pocket. Virtual Pool's model of the real thing is so accurate, in 
fact, that Interplay offers your money back if its game doesn't 
improve your real shooting skills. And that's a pretty safe bet 
they're making; Virtual Poof can't give you the feel of a cue in 
your hands, but it does give you a very clear, accurate picture of 
the physics involved in the game. 

Interplay has dressed Virtual Pool up with some 
multimedia chrome — videos on the history and theory of the 
game — but it could just as easily have left it out. The core of 
Virtual Pool, the game itself, is as close to perfect as a PC 
game can get. And the variety of games available, plus the 
multi-player options, make it a great deal. 
Rating: ***** 




Virtual Pool has a feature that shows you exactly where each 
ball will go after any given shot. A game of eight ball, anyone? 



As shown above, all your favorite "Next Generation'' characters a 
present for Star Trek: The Next Generation — A Final Unity 



dialogue, and lots of dead time. 

The Orion Conspiracy casts 
you as a war veteran trying to 
solve his son's murder, but you'll 
spend a lot of your time just 
walking through screen after 
screen of nearly featureless 
scenery, occasionally stopping to 
ask the same six or seven 
questions of the tiny handful of 
people you'll meet. 

The dialog is absolutely 
abysmal: it's awkward and 
unbelievable, and it's peppered 
with unnecessarily foul language, 
as if the game's designers were 
young children trying to sound like 
adults by using lots of four-letter 
words. Then again, the voice 
actors in The Orion Conspiracy 
may just have made Hamlet 
sound a little childish. 

It's never fun to bash the hard 
work of a group of designers and 



programmers, but this is quite 
simply a bad game. Unless you're 
desperate for a new science 
fiction adventure, give The Orion 
Conspiracy a miss. 
Rating: * 




In the Orion Conspiracy, you'll 
get an earful of uncalled-for 
crudity and little useful info 




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rating macintosh 



SOARING 

Flight Unlimited 

Publisher: Virgin 

Designer: Looking Glass Technologies 

If your PC has the horsepower to do it justice, 
Flight Unlimited is an absolutely beautiful flight 
sim. But we're really talking horsepower, here; if 
you've got less than a Pentium 90, you're not 
going to be able to run Flight in a mode that 
looks anything like the gorgeous screen shots 
on the back of the box. 

But in Super VGA mode, with all the graphic 
detail cranked up, Flight is a pure jewel. You can 
pilot any of five stunt -worthy planes — from the 
Pitts biplane to the Grob glider, all with 
painstakingly authentic flight models — over a 
texture-mapped landscape that can only be 
described as photo-realistic. 

Flight sim novices will appreciate the hands- 
on lessons, taught by the (usually) calm voice of 
a digitized instructor. And experienced PC pilots 
will enjoy the 50 different aerial obstacle 
courses and the logbook that keeps track of every flight and rates your performance automatically. 

One word of warning: If you've always wondered why people like Microsoft's Flight Simulator, you 
may miss the charm of Flight Unlimited, despite its stunning visuals. Ultimately, there's not much to do 
here besides take off, try a few stunts, and land — or crash, as the case may be. But if you're looking 
for a straight, realistic flight sim with drop-dead graphics — and if you've got a speedy machine — you'll 
love Flight Unlimited. 
Rating: **** 




The Pitts S-2B is the high-tech biplane you see at so 
many air shows, (above) The Acrobatic View is 
perfect for trying out dangerous stunts (inset) 



Macintosh 



Darryl F. Gates' Police 
Quest: Open Season 

Publisher: Sierra 
Developer: Sierra 

Arrrghh! A Darryl F. Gates-inspired 
Police Quest could have been a 
lot of dark laughs, at the very 
least. In other words, it's an 
appealing idea to have a game so 
straight-faced with police 
procedure that it even comes 
packaged with a thick, deadpan 
Abridged Manual of Operations 
from the Los Angeles Police 
Department... so why in Rodney 
King's name does Sierra keep 



using variations on the same 
engine, over and over and over 
and over and over and over, even 
when (as in this case) it doesn't 
work? The image quality and 
animation here is very clean, but 
for a mature-themed cop-killer 
drama, Open Season feels very 
S-L-O-W. And even experienced 
gamers pretty much have to guess 
how to integrate the standard 
Sierra interface with the 
objectives. Also, the game's own 
admirable seriousness is 
undermined by the fact that — 
despite lofty manual sections on 
department conduct and the like 
— attempts by the player to do 
something blatantly wrong or 
stupid are thwarted by tepid 
warnings with no consequences 




This South Central alley offers clues to find, a dead body to inspect, and a 
female officer to sexually harass in Darryl F. Gates Police Quest 



right up until the point where they 
suddenly aren't, which makes 
actions unrealistically difficult to 
calculate. We can't decide if this 
is ineptitude on Sierra's part, 
extremely faulty memory on Darryl 
Gates' part, cheesy police PR, 
some dreadful social commentary, 
or a combination of them all. 

Anyway, the ultimate Sierra 
police-based game is still a fond 
dream to look forward to, and in 
the meantime we can still keep 
ourselves amused with the Leisure 
Suit Larry series. 
Rating: ** 

Eastern Mind: The Lost 
Souls of Tong Nou 

Publisher: Sony I mage soft 
Developer: Sony Imagesoft 

About a year ago, when we played 
the Japanese version of this game, 
we figured that when the English . 
version finally came out — when 
we finally got some clue as to 
what the hell we were supposed 
to be doing — Eastern Mind 
wouldn't seem nearly so weird; 
well, we were wrong. Even in plain 
old American, the thing is 
completely bizarre, and looks like 
a video that loops endlessly at 
rave clubs. The result of a national 
Japanese search for multimedia 
talent, Eastern Mind — which in 
play style may be likened to Myst 



(on either very good or very, very 
bad LSD, we're not sure which) — 
sends the player in search of his 
missing soul to the surreal island 
of Tong Nou, a nexus of wisdom, 
dreams, and the like, which just 
happens to be — why not — inside 
a human head (accessible by 
nostrils, ears, etc.). 

Filled with psychedelic 
imagery, music ranging from the 
hypnotic to the harsh, a 
cornucopia (pharmacopia?) of 
strange creatures with desires to 
be fulfilled and fears to be 
exploited, Eastern Mind gives the 
feel of a complex mythology based 
on the Buddhist ideal of continual 
reincarnation as progress toward 
redemption. Maybe players versed 
in ethnic studies can even use 
that knowledge to their advantage 
in the course of the game; but we 
have no idea. 
Rating: ** 




Leisure Suit Larry 6: 
Shape Up or Slip Out 

Publisher: Sierra 
Developer: Sierra 

Leisure Suit Larry 6: Shape Up or 
Slip Out uses exactly the same 
engine and essentially the same 
interface as Open Season... only it 
works, because it's funny. Our 
leisure-suited hormonal hero Larry 
Laffer earns a "vacation" to the 
horribly cheesy La Costa Lotta 
resort, pursuing without rest, clue, 
or hope, the preposterously- 
proportioned, scantily-clad 
corporeal vessels of every sexist, 
detestable and — let's face it — 
desirable female stereotype 
imaginable. Let's also make 
something unmistakably clear; any 
actual "gameplay" you encounter 
in Leisure Suit Larry is purely 
coincidental. It's not what you're 
here for; you're here to laugh as 
Larry slimes and schmoozes and 
fidgets (yes, there's a "fidget" 
command) his way through a 
risque, muzak-edged, polyester 
world which looks like a cross 
between Las Vegas and The Five 
Thousand Fingers of Dr. T. 

This sixth Larry installment is 
filled like a straining brassiere with 
dozens of the most ghastly come- 
ons, puerile sexual innuendos and 



rating macintosh 



Macintosh 



DEATH STARTLING 



Publisher: Lucas Arts 
Developer: LucasArts 

LucasArts took its own epic time getting 
this released for the Mac — but thank The 
Force, because it was worth the wait. 
Whereas the PC version suffered from 
some stiff competition, the Mac version's 
dearth of similar titles and increased 
screen resolution truly give it an edge. 

When playing Dark Forces it's 
rewarding — and just a little strange — to 
see a first-person corridor-crawler set in a 
universe so many of us already know and 
enjoy; stormtroopers. Imperial droids, 
trash-compactor slop monsters... they're 
all here. 

As a rogue infiltrator for the Rebellion, 
your first mission is to snatch the 
development plans for the Death Star, and 
the missions only get hairier from there. 
The environments are terrific looking and 
satisfyingly detailed, with an impressive 
sense of size. 

Purposeful mission objectives (besides 
killing things, that is) and various neato 
features ( like making running jumps, 
wiping out walls with explosives, looking 
up and down, or take lamplit excursions into I 
dark spaces where God-knows-what can jump out at 
you and say boo) lift Dark Forces out of the faceless 
swamp of first-person crawlers and into a place of 
honor. A very classy job. 
Rating: * * * * 




screen resolution. Without a Power Mac 
you'll hava top play It at a lower resolution 




brutal rejections ever assembled 
on a CD-ROM you might 
accidentally buy for your kid — 
but it's strictly PG-rated stuff, of 
course, and it's all in good, 
chauvinistic fun. 

The voice talents are superb, 
particularly that of narrator Neil 
Ross, whose game-show baritone 
can get a laugh with nothing more 
than a change of inflection. Sierra 
assures us we can send away for 
a hint book wherein they "hid all 
the really dirty stuff," but we 
haven't sent for it yet. Wait! We 



mean, ah, we don't even want it. 
No way! What kind of pig would 
want it? Right? What was that 
address again? 
Rating: * * * 

The Lost Mind 
of Dr. Brain 

Publisher: Sierra 
Developer: Sierra 

Yeah yeah, it's a "Kid Game." 
Well, The Lost Mind of Dr. Brain 
certainly is borderline 
edutainment, and probably 
(shudder) politically correct as 
well... but kid game? Well, if your 
idea of a kid game includes 
handling traffic control for five 
inbound airliners while Chuck E. 
Cheese holds a Glock to your 
temple, then sure. This game 
actually gets quite fun and not a 
little tense. Dr. Brain, see, has 
accidentally imparted his 
intelligence to a laboratory rat 
and vice-versa, and to rectify the 
situation, players must solve a 
large series of animated puzzles 
involving spatial, verbal, musical, 
relational, and other tasks. We 
know how horrible that must 



sound, but some of the segments 
get hairy, encompassing the 
rearrangement of musical pieces, 
reverse-engineered CAD, the 
comprehension of dimensional 
perception, not to mention 
panicky, realtime multitasking. 
The Lost Mind of Dr. Brain 
gives you your money's worth; 
even in the easy mode, most of 
the puzzles are rather clever and 
at least as challenging in their 
own ways as Tetris, of which the 
truly alert videogamer may have 
heard some mention. Also, since 
the game Is designed for creatures 
with the attention span of gnats 




(children, drunks, gnats, etc.), 
players can jump from one 
section/ difficulty level to the next 
as they will, and the CD is filled 
with relevant and irrelevant 
animation at every turn. 

If you have (or are) a little 
kid, definitely try this out; if not, 
have six or eight drinks and try it 
out anyway. At worst, you'll be 
drunk and watching cartoons. 
Rating: *** 



Sega CD 



Space Adventure Cobra 

Publisher: Hudson Soft 
Developer: Buichi Terasawa 

At the rate the Sega CD is dying, 
we can probably expect to see 
more titles like this. A squarely 
average graphic adventure, Space 
Adventure Cobra's clichSd 
storyline about space pirates is 
punched up only slightly by lots of 
mild swearing and teasing hints of 
sex and nudity. The story centers 




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■ 

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rating genesis super nes 



on a map that's been tattooed on 
a set of comely triplets, and it's 
set in a bizarre universe where the 
women are uniformly beautiful and 
wear thongs every place they go. 
This was ported over from the 
Japanese game of the same title, 
which was, if anything, even more 
risque and juvenile, and no wonder 
— in Japan, this sort of thing is 
aimed primarily at twelve- to 
fourteen-year-old males. 

Although structurally it has a 
few mildly interesting touches 
(map screens with simulated 3D 
scrolling) on the whole it's badly 
paced, and the graphics use a 
anime style that's terribly 
uninspired. The same couple of 
frames of "animation" are shown 
over and over, and there's never 
any sense of danger or even 
tension. If you're much past 
puberty, it's pretty damn dull. 
Rating: * 




Cobra Is the sad gasp of a dying 
system, and it's too tame for 
those old enough to buy it 



Genesis 



College Football USA 96 

Publisher: EA 
Developer: High Score 

The update to Bill Walsh College 
Football has dropped the 
venerable coach and added an 
unprecedented 70 new teams. All 
108 division I schools are 
included, complete with the 
actual depth charts and uniforms 
of each school. From the Akron 
Zips to the Texas Christian 
Horned Frogs, they're all here. 




As for the game, it is exactly 
the same as Bill Walsh 95. The 
college playbooks are back with 
all the crazy formations that make 
college football what it is. 
Running the triple option is 
awesome, but the passing game 
is real hit and miss. 

There's a season mode, where 
you can take your favorite college 
through the riggers of a college 
season. The computer ranks the 
top 50 teams from week to week, 
keeps stats for the top 25, and 
selects an end-of-t he-year MVP 
(Heisman Trophy). 

College football fans will love 
the complete teams and 
playbooks, but we're still waiting 
to see the new version of College 
Football National Championship 
from Sega before we pick a 
national champion. 
Rating: *** 

Demolition Man 

Publisher: Acclaim 
Developer: Alexandria 

If you've played Stargate, Judge 
Dredd, or True Lies, then you've 
played Demolition Man (and 
you've also paid for Acclaim's 
next movie game). 

You're John Spartan and you 
run rampant through the burning 
streets of Los Angeles shooting 
anything that moves in search of 
Simon, the antagonist. There are 
the usual side-to-side jumping and 
shooting levels, then there's the 
overhead levels where you wander 
through buildings with no roofs 
and shoot. The animation is 
smooth, the backgrounds look 
good, and sound is intense. The 
action is hectic, with masses of 
enemies coming from all sides, 
and some of the boss levels are 
cleverly pieced together. 

Ultimately Demolition Man is 




Barring the few Demolition Man 
fans the movie generated a year 
ago, how's this game gonna do? 



another Acclaim movie game, and 
if you own one, there's no need 
for any of the others. 
Rating: **• 

Dragon: The Bruce 
Lee Story 

Publisher: Acclaim 
Developer: Virgin 

More than a year ago Virgin had 
planned to release Dragon, but it 
wisely declined. In steps Acclaim, 
which has never seen a movie 
game it wouldn't release. 

Dragon is the most simplistic 
side-to-side fighter we've seen in 
years. The characters look sharp 
and the backgrounds aren't awful, 
but a year ago this game was 
stale, now it's just gone bad. The 
fights are slow, repetitive, and 
entirely too long. Simple punch 
and kicks that only hit from ultra- 
close range and annoying control 
features make Dragon a real pain 
to play. There is a story mode that 
features scenes from the movie 
(oooh, surprise), yet another good 
reason to hate this game. The one 
new feature is the three-player 
battle, which would be fun if the 
fighting wasn't so pitiful. 

Virgin was right on the money 
when it decided not to release 



We're sure every player on the 
Akron Zips will buy CFVSA96 and 
try to beat the Miami Hurricanes 




Dragon. If only Acclaim had a 
conscience we wouldn't have had 
to waste our time reviewing this 
retread of a game. 
Rating: * 

Head On Soccer 

Publisher: US Gold 
Developer: US Gold 

Ever since the success of FIFA 
Soccer, more and more of the 
European-developed football (aka: 
soccer) games are being released 
in the US. Head On Soccer (Fever 
Pitch in Europe) doesn't try 
tackling the mighty FIFA, instead 
the game tries on an arcade-style 
action game. There's none of that 
boring statistics and strategy 
stuff, you just put in the cart and 
start kicking away. 




Three for the price of one. Three Bruce Lees duking it out should be fun, 
but you'll find none of that "fun" stuff In Dragon: Trie Bruce Lee Story 



The main problem is that Head 
On Soccer is an average soccer 
game. The graphics are clean and 
sharp, the sound is solid, the 
action is relatively fast, but 
nothing Head On does is much 
better than the competition. Ball 
control can be tricky as you only 
get one isometric view of the 
pitch, making a long pass 
guesswork. Players like Sarger, a 
beer-bellied ruffian, and Striker, 
the flaming foot, add to the 
arcade action of the game, but 
greatly take away from the soccer. 

The NBA Jam of soccer games 
isn't what soccer purists are going 
to enjoy, but as an action game, 
Head On is a good game. 
Ultimately, Head On Soccer is 
easy to play and, unfortunately, 
it's just as easy to stop playing. 
Rating: *•*• 



Super NES 



Mega Man VII 

Publisher: Capcom 
Developer Capcom 

Oh boy. Yet another Mega Man. 
Although the Mega Man X for 
Super NES breathed a tiny speck 
of life into "everybody's favorite 
android," updating the structure 
and adding new items to the usual 




Bounty 

Hunter, 

you will be 

equipped with a 

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rating super nes 



arsenal of weapons you retrieve 
from fallen bosses, it's clear this 
series has been running out of gas 
ever since Capcom created "Dust 
Man" for Mega Man IV. 

With the better "X" series 
already for Super NES, bringing 
out the last of the old is beyond 
redundant. While these have 
always been aimed at a younger 
audience, it's still the same game. 
The audience is grown now, and 
have gotten very tired of it. 
Rating: *•* 




Do androids dream of electric 
sheep? Try counting Mega Man's 
instead, there are more of them 



Primal Rage 

Publisher: Time Warner 
Interactive 
Developer Bltmasters 

Somehow, in spite of average play 
control and uninspired 2D, sprite- 
based mechanics, Primal Rage 
made some impact in the arcades. 
Well, now you can take that same 
lackluster experience home. As 
far as arcade translations are 
concerned, this is as complete as 
they come, although the designers 
have taken advantage of the six- 
button Super NES controller, 
adding two buttons to the 
arcade's four-button scheme. Play 



control lacks any sense of 
finesse, however, characters are 
disappointingly small, and the 
animation is both jerky and 
confusing. Overall, it's so average 
it hurts to watch, much less play. 
Rating: * * 

Swat Kats 
Publisher: Hudson Soft 
Developer Hudson Soft 

Based on the "popular" Hanna- 
Barbera cartoon, Swat Kats is yet 
another side-scrolling action game 
based on a license. While the 
graphics are bright and cartoony 
enough, there's so little here you 
haven't seen before, you could 
tape your favorite cartoon 
character's face on the front of 
the cart and pretend it's based 
on something else. 

What sets this apart are the 
intermittent fighter jet stages, 
done in someone's bizarre, myopic 
idea of what a simple 3D, one- 
point perspective should be — 
shots fired "into" the screen, 
"toward" your enemies tend to 
veer off to the "sides." Someone 
not under the influence of mind- 
altering substances is going to 
take a while to "hit" anything. 
Rating: ** 




Which way Is up, or In, or 
whatever? We're playing Swat 
Kats, we don't know anymore 




e the real draw of Primal Rage, and the translation is 
s that good enough for finicky gamers? It's d 



Super NES 



RPG WHIZ 




Square Soft's graphics are always some of the best in the 
business, and Its latest US release, Chtono Trigger, doesn't 
disappoint — not in the pretty picture department, anyway 



Chrono Trigger 

Publisher: Square Soft 
Developer: Square Soft 

Chrono Trigger was authored (if the term applies) by Akira 
Toriyama, character designer of Enix's Dragon Quest series (aka 
Dragon Warrior in the US), and Hironobu Sakaguchi, who helms 
Square Soft's Final Fantasy games. Best of all, it shows. 

This must have been something of a iark for the two of 
them, because it often subverts standard RPG mechanics. Not in 
big ways, but every once in a while, if you do things in ways 
you've become accustomed to, you get some odd surprises. The 
game mechanics are impressive and mildly innovative. The story 
revolves around a number of time-traveling paradoxes and the 
characters' efforts to fix them, giving it at least 15 different 
endings. Battles take place on the terrain map, rather than 
switching to a different combat screen, characters can combine 
their talents for group attacks, and best of all, you can see the 
battles coming, instead of being jumped at random. 

Compared to the melodrama of Final Fantasy III, however, 
Chrono Trigger comes off as a slight game. In spite of its 
sprawling storyline, not one of the characters develops in very 
meaningful ways. All the parts are in place, and it still easily 
qualifies as one of 
the best RPG's 
ever made, but 
anyone who 
wondered how 
Square was going 
to outdo itself 
after FFIII is going 
to have to wonder 
a little longer. 
Rating: *•** 





Tired of being randomly 


attacked In your favorite 


RPG? Hero, you can see 


them coming (above). It 


may look familiar, but 


Chrono Trigger doesn't 


play like other Super NES- 


style RPGs (below) 



SOCXSi S&yS spend your money to reserve 



a Sony"PlayStation 1 

Sofia SftyS give che money to your 
local video game store and do it now. 



SOfia SCtyS get or. your 

knees and bark like a dog. 



Now give 
Sofia a kiss. 




«H- ah, 

She didn't say Sofia »my». Now she has to hurt you. 



rating arcade 



Super NES 



BASIC 




I Rare has again doubled the Super NES's color palette, but the 
characters are small, and the animation Is less than smooth 

Killer Instinct 

Publisher: Nintendo of America 
Developer: Rare 

When Nintendo announced Killer Instinct would be the first title 
produced for the then all-mysterious Ultra 64. the world held its 
collective breath. When the game was unveiled at Summer CES 
in '94, the debate centered on whether the characters were 
rendered on the fly — certainly there had to be more to this 
game than first met the eye? Alas, it wasn't so. Despite its solid 
if unexceptional play mechanics, the prerendered sprites and 
excellent character design were enough of a novelty to give it an 
edge in arcades overflowing with 2D fighters, at a time when the 
influence of polygon-based brawlers had yet to be seriously felt. 

However, it's clear that Killer Instinct is a far cry from the 
groundbreaking title it was touted to be. While the combo 
system was new (and despised in some corners, as there are 
those who believe that combos should come through skill, not 
magical sequences of buttons), the concept behind the look isn't 
materially different from Mortal Kombat — the latter has 
digitized live actors, the former has digitized rendered ones. So, 
it should come as a surprise to no one, especially after the 100% 
rendered characters of Donkey Kong Country, that a Super NES 
translation is not only possible, but likely, and that it would be 
very close to the arcade version. 

Well, here it is. Nintendo and Rare have managed one very 
impressive trick: getting the 16-bit Super NES 
to display 512 colors at once, twice the 
usual number, which gives the graphics 
an extra gloss. Nintendo has stated that 
Killer Instinct will be enhanced for its 
eventual release on the Ultra 64, let's 
hope so, because by then, this will be 
very, very behind it. 
Rating: *** 



If all fighting games had 
been stuck In two 
dimensions, Killer Instinct 
could get by on the 
strength of its character 
design alone. A year and a 
half ago, Killer Instincts 
rendered characters were 
a novelty. Not so anymore 





Arcade 



Cyber Cycles 

Publisher: Namco 
Developer: Namco 

Using crisp multicount polygons 
and citadel-like backgrounds. 
Cyber Cycles could have slid by 
with decent gameplay, luscious 
looks, and a nice soundtrack. 

But there's no mediocrity 
here. Namco's newest entry into 
the cycling arena — Cyber Cycles, 
following up from its Suzuka 8 
Hours and Suzuka 2, and Sega's 
original Hang On — is an 
improvement through and through 
to the degree that it's really no 
longer in the same league. This is 
a next generation cycling game 
posing a significant challenge to 
any previous cyclers, easily 
passing up Sega's Cool Riders. 

You straddle the fiberglass 
bike and, using the right handle for 
acceleration along with the brake, 
lean from left to right to maneuver 
your way through the course. Race 
the computer or network to vie 
against one other human; choose 
from three different bikes, the 
Anthias (novice), NVR 750R 
(intermediate); or the Exploder 
(aka the Hog, for experts); from 
two different tracks, Green Hill or 
Nee- Yokohama; and speed your 
way to the finish line. 

The Hog takes the most 
practice to maneuver, and once 
learned, it's worth it; balancing 
brakes with full-throttle slides 
almost always puts you ahead of 
the opponent, and the more 
complex route, Neo-Yokohama, 
challenges you with triple dips, 
long straight stretches, and 
multiple sharp turns. Spend the 
quarters, you'll be glad you did. 
Rating: **** 




Elevator Action II 

Publisher: Talto 
Developer: Talto 

In terms of the sheer quantity of 
bullets shot per second, Taito's 
up-and-down, side-scrolling shooter 
sequel tops the charts. 

This title — an entirely more 
complete game, far and away 
better than Elevator Action 1, and 
more like Rolling Thunder — 
enables your choice of three 
characters to stalk buildings, 
airports, airplanes, and dilapidated 
apartments in the hunt to kill evil 
henchmen and collect power-ups 
and more powerful weapons, using 
various forms of elevators to your 
advantage. Yes, this is a dumb 
thumb-number and you'll have to 
shoot everything — black-suited 
men, relentless zombies, yelping 
dobermans, and zooming jetpack- 
strapped killers — or they'll shoot 
you first. And if you don't arrive at 
the sixth and final mission before 
time runs out, a crazed terrorist 
who "wants to create a new 
society" will nuke major worldwide 
metropolitan areas. 

Elevator Action 2 brings out 
the impulsive, frenzied, shooting 
psychopath in you, and in that, it's 
fun. But if this side of your 
personality is already spent, and 
ours certainly is, then you'll pass 
this classic shooter right up. 
Rating: * * * 




Arcade 



BODY SLAM 




Of the two new characters, Bruce 
and Jun (top), Jun is the easiest to 
pick up and play. Characters often 
Into disco, a small flaw 



Tekken 2 

Publisher: Namco 
Developer: Namco 

With the mob of fighting games struggling to grab your 

attention, Namco has quite quickly produced the sequel to 

Tekken, its braw ling-sty led polygon fighter — which may find the limelight yet. 

With Namco's new Super System 22 board in use, Tekken 2, essentially an upgrade of the original, 
features two more characters for a total of 10, more moves and combinations per character, a few 
secret characters, 21 beautiful backgrounds, two subbosses (Jun and Bruce), and a different final boss, 
Kazuya — all in the context of a storyless fighter. Tekken 2s clean, sharp graphics and attention to 
detail are clear here, portrayed by flat (shading in realtime) and glow (selected shaded areas) shading 
an improvement over its predecessor. This combined effort, plus a few extras — your opponent's head 
lifts up while you jump, its eyes eerily following you; and newcomer Jun's graceful but deadly attacks and 
special wrestling arm-breaker — are sure to draw in fighting fans. 

It's the style of body slamming and wrestling moves that sets this game apart from its closest 
cousin, Virtua Fighter 2, which makes it of interest. And the variation of moves and combinations surely 
place this game near the top of the heap, though the game is still not truly 3D in viewing perspective. 
Could Namco have gone farther? Or did the company just strategically time Tekken 2's arrival while new 
fighters are still waiting in production? 
Rating: *•*• 



Street Fighter the Movie 

Publisher: Capcom 
Developer: Incredible 
Technologies 

Now that Street Fighter the Movie 
has emerged from the videogame 
series, we presently have the 
lame marketing idea of videogame 
based off a movie originating from 
a videogame... And for those who 
loved Mortal Kombat, Street 
Fighter The Movie, with digitized 
favorites Jean-Claude Van Damme 



as Guile, Raul Julia as M. Bison, 
and Ming-Na Wen as Chun Li, 
looks just like it. 

Despite this digital crossover 
— neither brilliantly conceived nor 
sleepily dull — this game features 
the former fighting moves from 
Super Sfreet Fighter II Turbo and 
excellent new ones, among them 
two new "Super" moves per 
character (executable when the 
Super Meter is full), Interrupts, 
Throw Counters, reversals, 
recharges, and Comeback moves, 



which add to the growing Street 
Fighter series' depth. 

With an average of 714 
frames per character, any of the 
14 characters can execute as 
many as 12 combos in a row, 
many spilling chunks of blood that 
look like red-colored scrambled 
eggs — ■ and with Chun-Li's 
somersaulting, thigh-clamping, 
face slapper (uh, miss...), or M. 
Bison's lightning bolts, you'll 
have a bit of fun. (*"**} 

Rating: ** L^J 



The fate of nations lies frozen in ice. 




Amid an atmosphere of suspense and intrigue, you'll launch your voyage in the icy 

cold wastelands of the Antarctic aboard a Royal Navy submarine, where World War II 

looms ahead and your every move could change the course of history. 

To place an order or for more information call: 800-443-3386. 



This epic adventure is now available on PC CD-ROM. 
©1995 I'Motion, Inc. / Infogrames Multimedia. I-Molion, Inc., 626 Santa Monica Blvd., Box 417, Santa Monica, CA 90401 







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CAREERS IN GAMES 

If you're in a job search, and you're looking for the most inter- 
esting opportunities across America, you should talk to 
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Interactive Development 

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Fax:213-464-5400 
Net: Seanlord@aol.com 



- «, Q 



< 

U 



SAY YOU KNEW US WHEN... 

Senior/Junior Programmers 

3D Artists/Animators 
Game Designers/Producers 

Cyclone Studios is a high-energy video game 
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We're seeking outstanding individuals to 
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Cyclone Studios 
3515 Edison Way. 
Menlo Park. CA 94025 
Attn: Human Resources 
Fax (415) 568 1810 



WE WANT YOU 



TO CREATE WORLDS 



OR I (JIN IS LOOKINti R)R 

ARTISTS 

Experienced in tools such as ALIAS and 3D Studio. Want highly motivated people with 
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PRMJ RAMMERS 

C (C++ preferred), with any 3D graphics, 3D figure, game physics, win/win32, or 80/386 assembly skills needed. 

Previous game experience OR submit demo. 

V, A M E DKSION E R S 

Highly creative, technically-minded individuals to work on a design team. Must have wide knowledge of computer 
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ORIGIN Systems, Inc. 

5918 West Courtyard Drive • Austin, Texas 78730 • ATTN. Norma Vargas 

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OR 

E-Mail resume to NVARGAS@ORIGIN.EA.COM 



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sure you J re 

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SUi] Eitirtiiiiutjnc, his hired the test video game developers tram diound the uioili ie form the lost potent environment to unleash 
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animators 

full time/freelance 

• Supply animation reel, life drawings, 
turnarounds and sketch books 

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storyboard artists 
full time/freelance 

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is a plus 

layout artists/matte painters 
full time/freelance 
* Supply colour transparencies, prints, or copies of your 
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• You will be working in the categories of Sci-Fi, 
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character designers 
full time/freelance 
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3D programmers 
full time only 

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muti-lingual ass t ■ to the 
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• Experience with production and development work 



If you are at the top of your field, please submit your resume, indicating the position, and the indicated requirements to: 

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(if you would like materials sent back, please include return postage) 



educational 
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Los Angeles, CA 90049 



CREATE THE FUTURE 



Wanted: People with a vision. People who know what makes We're looking for people who are self motivated and 
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knowledge of maths would be a help and if you have a strong resume and any examples of work to : 
desire to run screaming when you see a 3D matrix then don't 

bother. You must also have the ability to talk to artists without Personnel Manager, Dept. NG1 . Domark Software 

shouting. Inc., 1900 South Norfolk Street #110. San Mateo, CA 

94403. Email bozz@domark.com. Fax 415 571 0437. 

Artists: All inquiries treated in the strictest confidence. 

Must be strong in either 2D or 3D, or preferably both. Must Personal inquiries ONLY, 
be able to demonstrate a wide variety of styles and skills. 
Must be computer literate and willing to spend time picking 
up new ideas and talents. You must have the ability to talk to 
mers without shouting. 



i really lucky : We have two of t 



. iviusi oe aoie to shout at everybody 



DOMARK 

SOFTWARE INC 



It's not just fun and games... 



It's an amazing career opportunity, it's creative freedom, it's a chance to learn 
on state-of-the-art equipment, and there's plenty of free coffee! 

Join Konami Computer Entertainment (KCE), a new R&D subsidiary of 
Konami Co. Ltd., an industry leader in electronic entertainment for the last 25 
years. 

KCE's mission is to gather the most talented individuals on the planet to 
create the best video games for the American market. We are actively hiring: 

Programmers 

Designers 

Sound Designers 

Programmers and designers must have PC or game platform experience. 

KCE is located in a spacious northwest Chicago suburb. Relocation packages 
will be available. Plus, we offer great benefits including competitive salary, 
401(k), medical/dental plans and, most importantly, a great place to work. 

To find out more about the growth opportunities at KCE, please send resume 
with salary history to: 

Konami (America) Inc. 
Human Resources, Dept. NEXT 
900 Deerfield Pkwy. 
Buffalo Grove, IL 60089 

Voice mail: 708-215-5100x242 
Fax: 708-215-5242 




Konami is an Equal Opportunity Employer. 

Konami® is a registered trademark of Konami Co., Ltd. 

©1995 Konami (America) Inc. 



KONAMI 



The Future of Fun Is in 
Your Hands 

Angel Studios is creating some of the hottest new experiences in 
interative entertainment. From cinematic CD-ROM titles and real- 
time 3D games, Angel Studios is once again pushing the edge of 
creativity and 3D technique. 

We are currently reviewing resumes, demo reels, and portfolios 
from experienced, self- motivated and product-driven individuals in 
the following areas: 

ARTISTS Conceptual, Storyboard, Production 

DESIGNERS Game, Industrial 

3D ARTISTS SGI, PC, MAC 

PRODUCERS Executive Producer, Game Producers, 

Assistant Producers 
PROGRAMMERS Game, C++, PC, AI, CGI, Realtime 

Experienced resumes only 

Angel Studios, 5962 La Place Court, Suite 1 00 
Carlsbad, CA 92008 
fax: 6 1 9-929-07 1 9 

email: jill@angel.com 

Angel Studios, Inc. 

We're not just playing games. 



Catapult Entertainment, Inc. - 
Job Openings 

Catapult Entertainment is a hot, start-up. Our first product, XBAND, allows 
Sega Genesis or SNES players, in two locations, to compete over standard 
phone lines. Japanese version and PC product to be out late Fall '95. 
Financed by Viacom and Nissho Iwai (a $100 billion Japanese Trading compa- 
ny) partnered with Intel, Sega, Nintendo and General Instrument. 
(http:\\wwwjcband .com/) 

Seeking World Class Video Game Hackers 

Experienced (not necessarily professional) enthusiastic game hackers 
required to modify existing well-known games for use with the XBAND 
video-game modem. Desirable qualities include interest and experience in 
reverse engineering games, knowledge of the 658 1 6 or 68000, Sega or SNES 
game programming. You've never had a job like it! 
OS Software Engineer 

Help develop XBAND products for the Sega Saturn. Fluency in assembly 
and C a must. Help develop low level OS (real-time multitasking kernel) 
functionality and runtime modetAlso develop low-level I/O systems for CD- 
ROM and modem communications. 
Communications Engineer 

Implement the communications protocols for the XBAND Sega Saturn 
product Fluency in C and assembly programming is a must as well as TCP/IP 
and other networking protocols. Modem hardware experience a plus. 
Ul Engineer 

Develop graphics libraries and implement the user interface for the XBAND 
Sega Saturn produce Fluency in C and assembly programming is required. 
Graphics experience and game development are plusses. 

Also Available: 

Senior Hardware Engineer, Software Engineer, Operations Manager, Network 
Analyst, Humarn Resources Generalist and Marketing Admin 



Ms. Stacey Chaney or fax your resume to (408) 366-2471 
e-mail: stacey@catapent.com. No phone calls please. 



^UTftPULT 



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corresponding 



You've got something to say about video and computer gaming? Our address: NEXT Generation letters, 
Imagine Publishing, 1350 Old Bayshore Highway, Burlingame, CA, 94010. Our email address: ngonline@ 
imagine-inc.com. Our fax number: (415) 696-1678. If in doubt, use your head — send it telekinetically 




nt's been almost an hour 
since I was able to 
confirm mat Nintendo's 
Ultra 64 wouldn't be released 
this year and I still can't wipe the 
grin off my face. Actually, as a 
gamer I'm annoyed, but since it's 
Nintendo, this makes ft funny. 
How can we continue to keep 
taking Nintendo's 
announcements seriously? I still 
talk to the occasional person 
wondering when the Super NES 
CD-ROM is coming out... 

Based on the newly 
reported May release of Saturn 
and PlayStation in North America 
in their late '94 releases in japan, 
this will give Sega, Sony, 3DO, and 
maybe even Atari an extra I I 
months to a year and a half to 
further deepen their roots in the 
market. Every competitor's 
system sold is still a potential lost 
sale for them. 

Are we now seeing the 
beginning of the end for 
Nintendo? Being late to the next 
level with the Super NES wasn't 
a big deal because Nintendo only 
had one successful company to 
catch up to — Sega. Now they'll 
be playing catch up to Sega, Sony, 
3DO, and, with lots of luck. Atari. 
Steve Ouderkirk 
Ottawa, Ontario, 
CANADA 

Nintendo would point out that 
being last to the market isn't a 
big problem. Last month, 
Nintendo of America's President 
Howard Lincoln argued that 
back in the 1 6-bit era of the 
early 1 990s, the Super NES fell 
behind the Genesis for many 
reasons, but the year's head start 
that Sega had over them wasn't 
one of them. This is certainly a 
debatable point, but Nintendo is 
sticking to it. 



n'd like to request an 
explanation of the 
technical terms 
frequently used in NEXT 
Generation. I mean, I can tell 
you if a game has good graphics 
or how strong its gameplay is, 
but I would be clueless on topics 
such as texture-mapping, the 
abbreviations used in your chip 
diagrams to explain the 
processes, and especially the tech 
specs terms used to further 
describe your reviewed game 
systems. Now, your magazine 
may be aimed more toward 
readers who do have the 
background in these areas, but I, 
along with many of my NG- 
reading game-intense friends, 
would much rather get the 
background than sacrifice giving 
up reading NG. 

Eric Dickstein 
Clarks Summit, PA 

Look for the definitive NEXT 
Generation jargon -buster 
feature in an upcoming issue. 

nam writing in protest to a 
letter from Allan Gamble 
in your NEXT 
Generation May '95 issue, in 
which he said, "Howard Lincoln is 
a man who betrayed gamers 
everywhere and made a fool of 
himself by butt-kissing Senator 
Lieberman. but I bet you still 
have respect for the man (he's 
every Nintendo fan's hero)." 
Say what? I find it very 
hard to imagine Howard Lincoln, 
of all people, "betraying" or 
"butt-kissing" anyone. I'm glad 
Nintendo acted the way it did. I 
don't see this as "betraying" 
anybody or "butt-kissing" 
anybody, but rather as being 
thoughtful and mature enough to 
look at the situation from 



different points of view and to 
attempt to come up with the 
best course of action. 

Rebecca Cataldi 




For those of you who missed it, 
our interview with Howard 
Lincoln can be found in last 
month's (August issue) NEXT 
Generation. Back issues 
ordered on page 32. 



be 



□ here is enough confusion 
in the perceived quality 
of the new systems 
coming out this year. Please do 
not run rendered, SGI-quality 
covers like in issue #7 and say 
that's how the Sony Playstation 
looks! If the game looks like 
that, then we're all going to 
spend a lot of money on an SGI 
workstations, not PlayStation. 

Macmidi44 1 @aol.com 

A fair point. It's difficult when 
choosing a cover image to walk 
the fine line between technical 
authenticity and artistic 
refinement, but we thought the 
WipeOut image appeased both 
points of view. The game does 
genuinely look stunning, and, for 
what it's worth, images like this 
one will be found within the 
intro sequence of the title. 



'day. My name is Adam 
Gavel, and I live in 
Brisbane, Australia. In 



Australia, NEXT Generation 

is the only magazine that 
adequately addresses the subject 
of the next gen machines, and 
provides news & info on the 
industry. However, the fact that 
we live in Australia means we 
have to wait two months before 
issues hit our shores — and pay 
more for having them imported. 

What is the possibility of an 
Australian branch of NEXT 
Generation being formed? 
Considering Australia is fairly 
close to Japan, and a bit further 
away from America, it seems a 
little bit silly that news from 
Japan has to travel over the 
Pacific and back again, before we 
can get a hold of it. 

Adam Gavel 

(& other Aussie readers) 
gavo In et@stude nt.edu.gu.au 

There's no news of a future 
Australian office as of yet. 
NEXT Generation has full 
time staff in both Europe and 
Japan, and EDGE — our sister 
magazine — is published out of 
England. So that's the extent of 
our plans for global domination, 
at least for now. 

IamTramiel is full of it 
when he says that his 
pseudo 64-bit Jaguar is as 
powerful, if not more powerful, 
than the Sega Saturn. How in 
the hell is a system with a 
MC68000 as a CPU going to go 
head to head with a system that 
uses twin Hitachi Super HRiscs 
running at 28.6 MHz and a total 
of 50 MIPS? Software? Ha! Put 
Tempest 2000 up to Panzer 
Dragoon and you'll see where the 
power is at. The Saturn maybe a 
pooch but the Jaguar is sure as 
hell a pussycat. 

Doug Sutter 



corresponding 



Sam Tramiel's recent interview 
caused no end of inflamed 
responses — and almost 1 00% of 
them are in contest of his 
defense of both Atari and Jaguar. 
The following letters are some of 
the more printable ones... 

□ irst off, I'd like to make a 
few comments on your 
interview with Atari's 
CEO, Sam Tramiel. At first Mr. 
Tramiel seemed to be a very 
intelligent and respectable part of 
today's gaming industry. As I read 
further on, I quickly changed my 
mind. You don't see Tom Kalinske 
crying to the ITC [International 
Trade Commission] because 
Sony plans to undercut the 
Japanese system price by $200. 
Mr. Tramiel goes further on to 
state that his system is more 
powerful than Sega's Saturn and 
only a little, [tittle,] little bit less 
powerful in certain areas than 
the Sony PlayStation. Talk is 
cheap Mr. Tramiel, and even if 
these allegations are true, I or 
anyone outside your company 
sure as hell haven't seen anything 
to back up your statements. 
Why is this Mr. Tramiel? 

One other thing: A little 
message to all you teenage 
gamers whining about the prices 
of the next generation systems, 
Get a job! Summer is starting 
and I for one happen to have one 
and guess what guys, I only have 
to work 10 days to pick up a 
shiny new PlayStation or Saturn. 
Ten days guys! That's working for 
minimum wage by the way. And 
you guys call yourselves gamers? 
Why not try deadbeats! 

Jeremiah Fedoruk 
Chilliwack, BC 



Looking for a summer job? Head 
for Chilliwack, BC! Tell 'em 
Jeremiah sent you... 

□ erhaps a better title for 
last month's interview 
with Sam Tramiel 
("Atari's President Talks Back," 
on page 6, NEXT Generation 
#7) would have been, "Atari's 
President Takes Drugs." 

Especially deluded were his 
claims that the Sega Saturn is 
only "the same, if not even less 
technology than Jaguar," and that 
the PlayStation is no more 
technology than Jaguar, but uses 



more memory to become "a 
little, little bit more powerful in 
certain areas." Face it, Sam, your 
comments fooled no one. The 
Jaguar isn't ready for either the 
Saturn or the PlayStation — it's 
ready for the litter box. 

Robert Rhode 
Janesville.WI 

OK. That's quite enough 
responses to the Sam Tramiel 
interview. Onward. 




Sega... They say it stands 
for SErvice & GAmes. 
but in reality, it probably 
means SEIIs GAdgets, 

Everyone has heard the old 
analogy that so-and-so is such a 
good salesman that he could sell 
a refrigerator to an Eskimo. 
Well, Sega has built the fridge, 
but instead of just trying to sell 
the thing, they want to see how 
many stupid magnets they can 
unload on the poor Eskimo as 
well. That Eskimo represents the 
gaming public. The Eskimo 
doesn't really need the fridge, but 
it sure does make life a little 
more fun. Those magnets you 
ask? Why, every little add-on 
Sega has conceived for its home 
system turns out to be more 
decoration than anything else. 

This isn't a recent 
phenomena either. Remember 
the 3D glasses for the seemingly 
ancient Master System? Good 
concept, lousy games. How 
about the modem for the 
Genesis that only saw the light of 
day from the land of the rising 
sun? Then there's the Menacer (I 
only remember one game for 
that thing), there's the Activator 
(what a waste of time), the 
ridiculous "action chair," and 
finally you have the 32X. That 
piece of hardware was dead and 
buried before the hole stopped 
smokin' In your pants pocket. 
The biggest "gadget" Sega has 



ever tried to market hit the 
shelves May 1 1 — Satum. 
They've scrapped the fridge 
altogether and just decided to 
manufacture a $400 magnet. 

Sheldon Coles 
Toronto, Canada 

Not a Sega fan then, Sheldon? 

nam a proud owner of 
one of the original 
machines, and, having 
invested $700 bucks or so in it, 
I'd really like to see this platform 
succeed, so, if anyone designs a 
new controller for 3DO, it would 
be a great idea to cluster the A, 
B, and C buttons at the same 
time. (Granted, not all games use 
those buttons at the same time, 
but that's not the point...) 

Also, when M2 arrives, 
could you guys at 3DO build the 
memory manager into ROM? 
Maybe the system could check 
for controller buttons on power 
up or something and take the 
user directly to the file menu. 
The reason I mention this is 
because it seems that too many 
save-game files eat up the 
memory available for games to 
load in. (that's what Panasonic 
said.) To fix the problem, I have 
to wait for Panasonic to send me 
a disc with the memory manager 
on it so I could get rid of some 
of the stuff I didn't need. 
Whoever heard of a computer 
without a delete command? 

Kudos for a great magazine, 
keep it up! 

Mike Gloss 
Frede ricksburg, Virginia 

Your comments have been 
passed on to 3DO, Mike. 

□ i. I have been wondering 
about the "hack-ability" 
of these new next 
generation machines. Let's 
assume that I'm interested in 
producing television quality 3D 
animation. An SGI machine, and 
the needed software will run in 
the tens -of- thou sands of dollar 
range. But a Sony PlayStation will 
cost, what, $400? What's the 
story? (I know that an SGI is in a 
completely different park, but 
how much technology does one 
really need to own?) 

Hypothetically, if someone 
knew what they were doing. 



couldn't they hack a game 
console for the graphic power? I 
mean these are some fairly 
serious computers for the cost! 
An Atari Jaguar can shift blah 
blah polygons a second, and do 
blah blah blah, and it's almost for 
free! It seems to me that this 
power is just waiting to be 
hacked. I'm not talking about 
mass -production either, let's just 
say someone wants to build one 
serious machine. Or, better yet, 
could a company write software 
to run on a game machine that 
will let us use this power? 

Dave Phillips 
Philadelphia, PA 

An interesting idea Dave, but 
probably not practical. A PC- 
based interface with all these 
systems is necessary for 
accessing the power of the 
custom chips, which pushes the 
price of the overall package way 
beyond your "nearly-free" ideal. 

In important factor in 
determining which new 
game system to purchase 
will be rental availability. Both 
Sega's and Nintendo's games can 
be rented at such places as 
Blockbuster Video, etc. Both 
3DO's and Jaguar's games 
cannot, which has no doubt hurt 
their sales. There is nothing 
more annoying than finding out 
the game you just purchased is 
not what you expected. It is 
important to test a product 
before you purchase it. 

Jack Pellegrino 
Staten Island, N.Y. 

Agreed. 

I couple of years ago my 
parents told me about an 
article saying videogames 
were dangerous. The article said 
a study had been taken stating 
videogames cause epilepsy and 
epileptic seizures. Because of 
this, my parents made me sell all 
my gaming systems and I really 
want them back. So can you do 
me a favor? Could you check this 
out and tell me if this study was 
found out to be true? 

Tony Garcia, Mission.TX 

Expect a feature on the subject 
of the physical effects of p-w) 
videogaming soon. IW 






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^Nint endo, 

WWl Boy" is a portable 32— bit 3-D game system, featuring phase linear am 

digital sterec sound, two high-resolution v-isu-al displays, and 3-D graphic 

immerse !«» in the game. Coming scon-stereo headphones and Game Link' 

cable for head-to-head action. 
Turn it on and experience the 
difference a dimension can malte. 





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